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immersive-web
webxr-webgpu-binding
Bikeshed2022–2026
immersive-web / webxr-webgpu-binding

webxr-webgpu-binding

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2Distinct people
2Mentions
0Explicit recommenders
87GitHub stars
REPOSITORY AT A GLANCE

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What people are saying

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year2 dated mentions

Observed mentions: 2022-10-10 14:15:12 UTC to 2026-10-25 15:02:45 UTC.

012022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20242025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

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PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC101
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

2 sources
Sounds good! Yeah so I have no sophisticated tools, just guessed calculations done mostly at run time (add up how much do gpu compressed textures should take for a model, mesh+blendshape memory estimates, other data structures). And obv for audio and animations just ensuring what’s not needed is never in memory and just knowing how much the biggest ones cost. To come up with an estimate of an upper bound and obv with lots of testing. ios safari doesn’t even publicly expose how much memory usage is allowed to a tab (and it changes) so really the final test is that stuff stops crashing. But my testing put the crash window between 500mb-1gb on an iphone pro. over 1gb usually guarantees a crash. Not really enough to make a proper game by today’s standards but hey they shipped gta san andreas at 32mb ram on ps2 so I’m sure I can push things fu
Read the rest
rther. To answer your webxr webgpu question, no, it still doesn’t mostly work. If you’re interested in reading up on it: https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m... Post by a Chrome dev: https://toji.dev/2025/03/03/experimenting-with-webgpu-in-web... Webxr webgpu attempts iirc some advanced reprojection for increasing FPS that takes into account the depth buffer. And vision pro at least today has some nausea inducing bugs around that for at least the official immersive web examples hosted on github.io. so its better if a depth texture isn’t supplied today. the fallback reprojection works better more smoothly. For the story stuff, I have similar things setup in my project to essentially reload the game at a certain point in the story but still I personally find HMR to be much faster wherever possible.
In Rewriting a Commercial Engine in Jai
Not a very expansive post. Here's a few more things WebGPU is missing (at least on the web): - Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind) - Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time) - Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...)
In WebGPU is not a replacement for Vulkan (yet)

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