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astlouis44 | 7 months ago

This is very exciting, congrats to the Firefox team!

My company is working to bring Unreal to the browser, and we've built out a custom WebGPU RHI for Unreal Engine 5.

Here are demos of the tech in action, for anyone interested:

(Will only work on Chromium-based browsers on desktop, and on some Android phones)

Cropout: https://play-dev.simplystream.com/?token=aa91857c-ab14-4c24-...

Car configurator: https://garage.cjponyparts.com/

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aspenmayer|7 months ago

> (Will only work on Chromium-based browsers on desktop, and on some Android phones)

This post is about WebGPU in Firefox. Do you plan to test and/or release a Firefox-compatible version?

socalgal2|7 months ago

Is it possible that this is just that Firefox hasn't shipped yet and it's already spec compatible and just requires Firefox to match the spec?

Jap2-0|7 months ago

On Firefox 142 (nightly):

Cropout: After being stuck at 0% for a long while and 1200 network requests, it loads to a menu with a black background and will start a game but only UI elements show up. Seems to have a lot of errors parsing shaders, as well as a few other miscellaneous errors.

Car configurator: Several errors while at 0% (never loads), the first among them being `[223402304]: MessageBox type 0 Caption Message Text Game files required to initialize the global shader and cooked content are most likely missing. Refer to Engine log for details.`

I would concur with others that you should at least test this in Firefox before advertising it here.

wslh|7 months ago

In Google Chrome for macOS: 0%, and not moving, on the first link, and stops in 98% (sometimes in 97%) in the second one. Same with Safari.

socalgal2|7 months ago

IMO This is why Unreal (and Unity) for web is just not a good fit. Most games made in those engines use 100s of megs of assets. You download the 100-500meg file, to your hard drive, then run the game. That's not the web.

To be good on the web requires designing your game to start immediately with the minimal amount of downloaded. Maybe stream some stuff in the background but be playable immediately. AFAICT neither Unreal nor Unity do that by default. You can maybe coerce them to do it but most devs don't. As such they get these bad experiences when they try to put their creation on the web

astlouis44|7 months ago

Sorry to hear that! I will say that usually if you wait long enough, it will eventually load. Try popping open your dev console sidebar, you should see assets downloading over the network.

If it does crash, you'll be able to see why. I'd be interested in seeing any bug reports if you do fine some, we're always squashing bugs over here!

saubeidl|7 months ago

Will it work in Firefox 141 on Windows? If not, why?

pjmlp|7 months ago

I keep seeing these posts and they never work on hardware that I actually own.

Are we supposed to try them out on the same kind of high end gamer desktop setup requirements for the native version?

astlouis44|7 months ago

What kind of hardware do you own?

Eduard|7 months ago

Android Chrome on Pixel 7a: "cropout" just shows 0 % loading bar2, "car configurator" has loading bar go up to 97 or 98 %, but then also doesn't continue.

LtdJorge|7 months ago

Same on Firefox on Linux (Gentoo), same percentages.

VMtest|7 months ago

> My company is working to bring Unreal to the browser

you work in Epic Games?

astlouis44|7 months ago

No we are not affiliated, we are a startup working on this ourselves.