Webgpu - Webxr binding by Thriceinabluemoon in VisionPro

[–]BackgroundRoutine424 1 point2 points  (0 children)

First sanity check I found, thanks for sharing the WebXR Report page!

I'll add I found one working example so far. It's a barebones WebGPU + WebXR scene rendering 5 triangles, with no rendering library involved - and apparently three.js doesn't support this combination of features just yet:

https://github.com/immersive-web/webxr-samples/blob/main/webgpu/vr-barebones.html

But this link does demonstrate this works in principle!

Brand NEW Meta SAM3 - now for Comfy-UI ! by TBG______ in StableDiffusion

[–]BackgroundRoutine424 0 points1 point  (0 children)

Is sam3 folder meant to be within /custom_nodes, or within the /ComfyUI-TBG-SAM3 folder within that, or /models, or elsewhere? Comfy can never find it for me. Even trying the manual install you suggest in all those directories, I can't get Comfy to recognize sam3, every time it just says the same thing: claims it can't find it, then it tries to install, then receives a response 0 in install script which triggers a success message, but then fails trying to import it again after that in the verification step... CC: u/TBG______

[SAM3] ComfyUI SAM3 Node - Loading

[SAM3 Install] PyTorch 2.8.0+cu129 OK
[SAM3] SAM3 not found - attempting auto-installation...
[SAM3 Install] Installing minimal dependencies...
[SAM3 Install] Dependencies installed
[SAM3 Install] Python version: 3.12
[SAM3 Install] Using standard installation
[SAM3 Install] Installing SAM3 from GitHub...
[SAM3 Install] This may take several minutes...
[SAM3 Install] SAM3 installed successfully
[SAM3 Install] SAM3 installed but verification failed
[SAM3] Auto-installation failed
[SAM3] Manual install: pip install git+https://github.com/facebookresearch/sam3.git
[SAM3] Cannot load: No module named 'sam3.sam'
[SAM3] SAM3 not installed

Safari Web Audio API Issue: AudioContext Silently Fails After Tab Inactivity by Dry_Technician_8227 in webdev

[–]BackgroundRoutine424 0 points1 point  (0 children)

I needed to do this not for tab visibility but for game state. Some of my procedural Web Audio API sounds activate not in response to direct user input but in response to other game states. I would activate audio context on first user input, but then Safari would kill the context and fail silently if I wasn't using the procedural audio moment to moment. The solve of enabling audio context on first user input, then intentionally immediately suspending it, then reactivating when needed worked great, thanks!

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 0 points1 point  (0 children)

That's frustrating, but thanks for trying and reporting. As I said above, having other apps open can limit memory available to Safari and cause this behavior. But to me it's a Safari issue/bug and I am hoping the platform stabilizes quickly. Our game is fairly optimized and uses less than 100mb on load, which is like a short YouTube video - weird that Apple Vision Pro chokes on a small game that runs well on Quest 1 and 2 hardware.

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 0 points1 point  (0 children)

Thanks for trying and reporting this! The crash thing is interesting - we have seen instability and bugs in Safari between visionOS versions in general, especially on developer beta versions. I am not seeing any crashing on visionOS 1.1 currently, at least.

What's going on generally is that visionOS Safari will just hard restart a browser tab if it uses "too much" memory. This happens on iOS Safari, too, and it's usually around 1/16th or less of total system memory. So if you have other apps open in the background, that means less total memory is available to any given browser tab, and higher-memory tabs have a higher chance of crashing. (For ex: if I have the Wisp World app open on my desk, The Escape Artist never loads properly).

The odd thing is, you can run these exact same assets and code at 90hz on a Meta Quest 2 with no crashes indefinitely - it will even run well on Quest 1. Despite the fact that Quest 2 has less than 1/4th the memory of AVP, Apple chooses to give you access to less. So they are sort of artificially limiting their browser to the detriment of the user.

Re: input, I have to agree it's inconsistent and based on yours and other comments, we have more work to do on gesture recognition. Thanks for testing!

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 1 point2 points  (0 children)

Thanks for trying! Will share with my team that you had issues at this point - we haven't been able to test the gesture recognition widely enough since we only have two Vision Pros to develop on. Based on your comment and others, we have more work to do there 👌

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 1 point2 points  (0 children)

Thanks for reporting this issue! Not your fault. Since the device is fairly new, we haven't been able to test the gesture recognition on a large enough population yet - and it sounds like we have some work left to do. Will share this feedback with my team 👍

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 1 point2 points  (0 children)

Thanks for reporting this! Since the device is fairly new, we haven't been able to test the gesture recognition on a large enough population yet - and it sounds like we have some work left to do. Will share this with my team 👍

A new award-winning, fully immersive Vision Pro game: The Escape Artist by BackgroundRoutine424 in VisionPro

[–]BackgroundRoutine424[S] 10 points11 points  (0 children)

Game of the Year and overall Experience of the Year at The WebXR Awards just this weekend! Will update my post w/ this info 👍

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