WebXR-WebGPU-Binding VS performance-improvements

Compare WebXR-WebGPU-Binding vs performance-improvements and see what are their differences.

performance-improvements

A feature-incubation repo for XR-related performance improvements. Feature lead: Trevor F. Smith (by immersive-web)
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WebXR-WebGPU-Binding performance-improvements
1 1
49 2
- -
1.5 0.0
about 1 year ago over 3 years ago
Bikeshed
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

WebXR-WebGPU-Binding

Posts with mentions or reviews of WebXR-WebGPU-Binding. We have used some of these posts to build our list of alternatives and similar projects.
  • WebGPU is not a replacement for Vulkan (yet)
    1 project | news.ycombinator.com | 10 Oct 2022
    Not a very expansive post. Here's a few more things WebGPU is missing (at least on the web):

    - Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind)

    - Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time)

    - Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...)

performance-improvements

Posts with mentions or reviews of performance-improvements. We have used some of these posts to build our list of alternatives and similar projects.
  • No hidden area mesh optimization in WebXR?
    1 project | /r/WebXR | 24 Feb 2021
    This was brought up on the WebXR GitHub nearly 2 years ago, the dev responded by saying fixed foveated rendering does the same thing. Except it doesn't and is currently only supported by specific Oculus headsets.

What are some alternatives?

When comparing WebXR-WebGPU-Binding and performance-improvements you can also consider the following projects:

webxr - Repository for the WebXR Device API Specification.

depth-sensing - Specification: https://immersive-web.github.io/depth-sensing/ Explainer: https://github.com/immersive-web/depth-sensing/blob/main/explainer.md

navigation - Repository for the discussion and research in to navigating from page to page whilst staying in immersive mode. Feature leads: Rik Cabanier and Brandon Jones

raw-camera-access - Spec draft: https://immersive-web.github.io/raw-camera-access/. Repository for experimentation around exposing raw camera access through WebXR Device API. Feature leads: Piotr Bialecki, Alex Turner, Nicholas Butko

dom-overlays - A feature incubation repo for layering DOM content on/in WebXR content. Feature lead: Piotr Bialecki

marker-tracking - Additions to the WebXR Device API for Marker Tracking. Repo contacts Rik Cabanier and Piotr Bialecki