hypVR-Ray | Hyperbolic VR | Augmented Reality library
kandi X-RAY | hypVR-Ray Summary
kandi X-RAY | hypVR-Ray Summary
Hyperbolic VR using Raymarching
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QUESTION
I've been experiencing an issue when using the VR functionality of a WebVR project in the recent versions of Firefox. Usually less than a minute after starting VR, SteamVR will begin to flash between responsive and unresponsive while the framerate tanks. Restarting SteamVR and reloading the project will sometimes fix the issue, other times SteamVR will need to be reinstalled completely. Even then the problem will return in the same manner as before, rendering the VR functionality unusable.
I noticed that an older version of Firefox from June 2018, particularly this one here, does not have this same issue and will run VR without an issue. Was there some change in the WebVR API?
I created a release for my project here, and you can find a live version here. In order to use the VR capabilities first click the VR icon then press the 'v' key to enter and exit tracking.
...ANSWER
Answered 2019-Feb-06 at 01:57Sounds like you're running into this recent Firefox bug:
https://bugzilla.mozilla.org/show_bug.cgi?id=1514417 - "WebVR framerate drops to < 1 FPS after several minutes, requires full restart"
The bug has been fixed in the latest Firefox Nightly: https://www.mozilla.org/en-US/firefox/channel/desktop/#nightly
QUESTION
I've been working on a raymarched project in three.js for a little over a year now and as the complexity has increased so has the initialization time. It can now take over 40 seconds to load the project in browser however once loaded runs at +60fps. I've tracked down the culprit function through performance tests and it seems to get hung up on the InitMaterial function within three's library. Does anyone have any idea as to what could be causing this hangup? Personally I believe it could be due to the amount of uniforms we use in the shader as there are quite a few of them.
You can find the code in question here. Note that the globalsinclude.glsl is where the list of uniforms is.
...ANSWER
Answered 2019-Jan-29 at 11:39This is a problem in general with DirectX on Windows. I suspect if you try the same page on Linux or Mac or start Chrome with --use-angle=gl
on Windows you'll see the time drop.
As an example you can try this ridiculous shader. It takes about 3 seconds to compile on OpenGL but in DirectX the browser will likely decide it's taking too long and reset the GPU process.
There isn't much a browser can do about that issue as it's mostly in Microsoft's court. Microsoft designed DirectX for native games. Native games can compile shaders offline. The Web can't do that because they are opaque binaries passed to the driver and could be full of exploits.
There's been talk about adding asynchronous shader compilation functions to WebGL. The shader would still take 40 seconds to compile it just wouldn't block the page. At this point though that's unlikely to happen.
The only thing I can suggest is simplify your shaders. If you have loops maybe unwrap them and see if that helps.
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