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I am working on a prototype of rendering AR content with WebGL in a WebView in order to support features that WebXR does not yet support. It works perfectly on iOS, but on Android as soon as an ARCore session is created, the WebView framerate drops in half.
I have built the app up carefully with a number of steps. First I set up OpenGL in a custom SurfaceView to avoid compositing GLSurfaceView with WebView. Rendering a transparent WebView on top of a very simple OpenGL scene had no performance impact.
As soon as I initialize a Session the browser framerate drops in half.
I tried to initialize the Session in a thread, and re-wrote the app to accommodate that, but the result is the same. This seems like a bug.
Is there something I can do differently to achieve my desired result, or is this a bug?
VERSIONS USED
Android Studio: Android Studio Jellyfish | 2023.3.1
ARCore SDK for Android: 1.24.0
Device manufacturer, model, and O/S: Pixel 7
Google Play Services for AR (ARCore): 1.43.240930493
On Windows, use: adb shell pm dump com.google.ar.core | findstr /i "packages: versionName"
On macOS, use: adb shell pm dump com.google.ar.core | egrep -i versionName\|packages:
Output of adb shell getprop ro.build.fingerprint: google/panther/panther:14/AP1A.240505.005/11677807:user/release-keys
STEPS TO REPRODUCE THE ISSUE
Outlined above
WORKAROUNDS (IF ANY)
None
ADDITIONAL COMMENTS
The text was updated successfully, but these errors were encountered:
Is the ARCore Session setting Target FPS 30 or 60? Note that 60FPS was previously disabled, but that should be fixed if the device has Android 14. You could also try changing the Config.UpdateMode from BLOCKING to LATEST_CAMERA_IMAGE
I just set it to 30 and I have always been using LATEST_CAMERA_IMAGE, same result. When I use BLOCKING the browser gets really bad. I can send you this apk if you'd like? It's a pretty isolated example of just what I've described
SPECIFIC ISSUE ENCOUNTERED
I am working on a prototype of rendering AR content with WebGL in a WebView in order to support features that WebXR does not yet support. It works perfectly on iOS, but on Android as soon as an ARCore session is created, the WebView framerate drops in half.
I have built the app up carefully with a number of steps. First I set up OpenGL in a custom SurfaceView to avoid compositing GLSurfaceView with WebView. Rendering a transparent WebView on top of a very simple OpenGL scene had no performance impact.
As soon as I initialize a
Session
the browser framerate drops in half.I tried to initialize the
Session
in a thread, and re-wrote the app to accommodate that, but the result is the same. This seems like a bug.Is there something I can do differently to achieve my desired result, or is this a bug?
VERSIONS USED
On Windows, use:
adb shell pm dump com.google.ar.core | findstr /i "packages: versionName"
On macOS, use:
adb shell pm dump com.google.ar.core | egrep -i versionName\|packages:
adb shell getprop ro.build.fingerprint
: google/panther/panther:14/AP1A.240505.005/11677807:user/release-keysSTEPS TO REPRODUCE THE ISSUE
WORKAROUNDS (IF ANY)
None
ADDITIONAL COMMENTS
The text was updated successfully, but these errors were encountered: