Engine v1.62.0 has been released. Release notes:
To stay updated on engine development, hit Watch on the repo. Support us by hitting Star too!
Engine v1.62.0 has been released. Release notes:
To stay updated on engine development, hit Watch on the repo. Support us by hitting Star too!
Initial WebGPU support lands in PlayCanvas Engine 1.62!
Faster model parsing
Physics raycasting filtering
Extended gamepad API
Lots of bug fixes!
Release Notes: Release v1.62.0 ¡ playcanvas/engine ¡ GitHub
Clustered Area Lights Demo: Area Lights Demo
WebGL engine refactored and ready for the future of web graphics! PlayCanvas introduces WebGPU support for faster and more immersive 3D experiences.
Learn more in our latest blog post!
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Congratulations!
I just tried the sample on Chrome Canary 114.0.5687.0 and it kept failing to switch to WebGPU, even though the flag was enabled.
I am quite sure WebGPU is supported, as my own coding works without problems.
Regards
Not all examples work on WebGPU yet, and they simply fallback to WebGL⌠for example the particle system examples (on your screenshot) is an example of that.
Try for example shapes as the simplest one, that works on WebGPU. More than half do.
Thanks, I should have tried a bit more.
Thank you guys for so much work involved!
Was able to run it in Canary on M1 Air, but resolution is low in Ultra (compared to WebGL Ultra where resolution is 2x). Is it a bug or a feature?
Also adding a dropdown selection between WebGL and WebGPU where itâs possible would be useful. That and FPS counter, since itâs a benchmark
Thatâs interesting. WebGPU should be locked at the native res (maxPixelRatio is not yet implemented). Can you share a screenshot please?
I will talk to the team about the other requests. The demo is more for showcasing area lights long term that has WebGPU support rather than a benchmark.
We plan on adding more features in the future
In which case, for some reason your Canary Chrome has a max window.pixelDeviceRatio
of 1
For our WebGPU implementation, it currently only uses the window.pixelDeviceRatio
value
Oh sorries, pixel ratio is actually 2 on Ultra, but resolution is still low
Switching between Default and Ultra changes pixel ratio but doesnât change rendered resolution
Yeah, thatâs because on WebGPU, PlayCanvas doesnât support changing maxPixelRatio yet.
Not sure on this one tbh, @mvaligursky may know more but he is OOO for a bit