@livingcoder Hi! I'm actively working on it for Chrome on Android. You can enable it from about:flags and test right now if you want. At the moment the big task is identifying and working around driver bugs, so reporting any issues you find to crbug.com is extremely helpful!
@tojiro Thank you for your work! I'll see if I can get some bug info to you and the team via that link as I play around with the Android remote debugging process (since my game on itch.io seems to crash on load in Chrome Canary even with the WebGPU flag enabled).
Does the normal Chrome app on Android contain the same flag? Do I need to use Chrome Canary or should I be testing/debugging the normal Chrome app?
Thanks again!
@livingcoder I think the flag is enabled in Canary and Dev channels. You can technically pass it as a command line flag to stable Chrome but the process for doing so on Android is non-trivial.
@chrisbiscardi Yes! Thank you! Now I can make sure my game plays well on mobile before moving onto my next game. I was worried that I'd have to come back in a year and make UI changes to old code, but it looks like I can just do it now.
(just checked)
I wish there was a way to know in-game if it's running on mobile. The font looks enormous. Maybe I can do run-time resolution/size checks and alter the font size accordingly.
@livingcoder Man Firefox/iOS doesn’t even do WebGL as I found out with bewilderment today trying to load one of my projects. Only safari! In 2023! Not holding my breath for GPU 😑
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