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by doctorpangloss
583 days ago
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Apple purposefully does not support immersive WebXR in Mobile Safari. If it did 8th Wall wouldn't exist. Mobile Safari would regularly break WASM. Like iOS 10.1 and 10.2 just broke it for no good reason. It had a broken WebGL 2 implementation for a long time. This hobbled Unity games. The compressed textures support for WebGL was also broken for a long time. The lowest latency WebRTC codecs that Stadia and Xbox Cloud Gaming used were also purposefully not enabled by default. Google had to smuggle in an obscure WebRTC feature for low latency via libwebrtc that Apple just didn't know about. I have no idea why you guys are going out and defending this stuff. Android Chrome has much better support for web standards that Mobile Safari does, even in situations where the codebase was shared like libwebrtc, because of strategic Apple decisions. |
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For all we know WebXR immersive just isn't ready yet, just like WebXR wasn't ready for VisionOS 1 and shipped in VisionOS 2, which also makes sense considering that Apple's VR/AR business is years behind its competitors.
Broken stuff can just be bugs and regressions.
And I think it's also contextual to point out that Google really badly needs you to prefer Chrome and have the browser with the most features a lot more than Apple needs Safari to be anything more than a functional basic web browser. Examples like Stadia or even Unity in the web browser are essentially features that nobody asked for and that have worked better as native applications for decades. In other words, Google depends on the web browser being "the only application" as much as Apple depends on their users turning to the App Store first.
I totally get where Apple has a vested interest in boxing out competitors in the way you describe, but at the same time some of the complaints end up sounding a lot like bugs or just being generally behind in development velocity.