GLTF WebGPU Viewer - online testing

This would be intended for anyone who might be interested in testing their devices against currently experimental WebGPU part of the three.js library.

Remember that for a testing like this you can always use the official WebGPU examples instead.

WebGPU has been integrated into this GLTF viewer, not necessarily in a proper way but seems to be functional at least on desktop computers, both Windows and Mac OS, with the attached screenshot below reflecting Chrome browser on Windows.

I would also be interested in getting a feedback for how this works and/or performs specifically on mobile devices (since I cannot test it properly on Android mobile phones that I have - WebGPU just does not seem to be available).

If you do decide to give it a try then please read the following carefully.

The easiest way of accessing the viewer would be by visiting my Webpage and then selecting either of the menu options that might show, which depends on the device being used:

  • Desktop 3D Viewers - OR - Mobile 3D and then 3D Viewers (desktop)
  • Mobile 3D and then 3D Viewers (mobile)

Just to avoid any confusion, Mobile 3D option should be available on both desktop and mobile devices while Desktop 3D Viewers option should only be available on desktop computers.

Another way of accessing the viewer would be by using its direct link: desktop or mobile.

You can use one of the official three.js examples for testing, like pasting the following link into the URL option of this viewer:

https://github.com/mrdoob/three.js/blob/4f067f0f4dc9e81f7fb3484962f2e973f71fab60/examples/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf

Chrome browser seems to be the best choice for testing, since its WebGPU experimental features can be enabled or disabled via its chrome://flags address by simply typing it in the browser’s address bar. If you do enable these features then REMEMBER TO RESET THEM AFTERWARDS. Try to keep the console open on desktop computers to see any messages.

Not sure if WebGPU support might be automatically enabled on some Android devices - some online resources kind of suggest that it might be on Android 12 and 13 devices (maybe in the future).

The attached picture below shows where you should expect to see whether WebGPU or WebGL2 is being used by the viewer.

EDIT: My online viewer is using a customized version of GLTF Loader. For those who would prefer an official version, here is a simplified standalone version of the viewer that can be run from a computer. Updating this viewer to any higher version of three.js, higher than r168, might cause errors.

You can get the zipped file of this standalone viewer from my repository.

All further updates will be done there just so I don’t have to keep re-posting it in this forum.

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