We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

iOS 15 not working at all?

Home Forums Bug Reports and Feature Requests iOS 15 not working at all?

Viewing 13 posts - 1 through 13 (of 13 total)
  • Author
    Posts
  • #45010
    precismo
    Customer

    Hi,

    after latest upgrade our iPhones and iMac devices, Verge3D scenes stopped working in Safari and mostly in Chrome as well. It is general for all Verge versions and not url/server specific. Sample test scene published on our server:

    https://www-t001.precismo.com/artest/

    Browser is getting only “there was an error on this page”. No console output, nothing more specific as attached.

    Windows PCs and Android devices are running without any issues.

    May I ask how to solve this?

    thank you very much in advance,

    Petr from Precismo

    Attachments:
    You must be logged in to view attached files.
    #45017

    Hi,

    Thanks for the heads up and the link. Looking into this now…

    UPD Reproduced this with Safari 15 on some devices. Other devices work as usual. Looks like browser bug. Will try to find the reason/workaround asap.

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #45019

    Got it. It is the xrCompatible flag that we use for initializing WebGL context (to allow for WebXR). It appears Apple added WebXR to Safari 15 but it is too buggy. Normally, the browser should just ignore unsupported flags. Will file a bug report to Apple and fix this in the upcoming Verge3D 3.8 (which is expected tomorrow).

    UPD Submitted issue.

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #45040
    xeon
    Customer

    :good:

    Xeon
    Route 66 Digital
    Interactive Solutions

    #45053
    mOnz
    Customer

    Yes i have same problem too..
    After updated Safari to Version 15.0, they won’t open. :-(

    Attachments:
    You must be logged in to view attached files.
    #45058
    xeon
    Customer

    I think the title of this thread is misleading.
    I have spent some time going through various projects and have found for the most part things are working in iOS 15.

    I have a few projects created in 3.71 that have some performance issues. Projects created in 3.6. I have one project that is not working…digging into it.

    But for the most part most of my apps are working fine.

    Perhaps the thread title can be updated to iOS 15 WebXR not working at all?

    Xeon
    Route 66 Digital
    Interactive Solutions

    #45064
    precismo
    Customer

    Much appreciated, Yuri! :good:

    #45291
    mOnz
    Customer

    Any news updated here?

    I think the title of this thread is misleading.
    I have spent some time going through various projects and have found for the most part things are working in iOS 15.

    I have a few projects created in 3.71 that have some performance issues. Projects created in 3.6. I have one project that is not working…digging into it.

    But for the most part most of my apps are working fine.

    Perhaps the thread title can be updated to iOS 15 WebXR not working at all?

    The problem is that Verge3D can’t be opened in the new version of Safari (version 15.0) Mac OS X.
    I have tried as i say above..

    Have you tried in (Safari 15.0) Mac OS X?

    But yes, i agree to change the title.. if verge3d only not work in safari mac os x version, not in iOS version 15.0, because i’m not tested yet in ios 15..

    • This reply was modified 1 month ago by mOnz.
    #45294

    We fixed this issue in 3.8. The Blender and Max versions are already out with Maya following the suit shortly.

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #45364
    mOnz
    Customer

    Thank you Yuri.

    I’m a Maya user,
    I’ll wait the good news :good:

    #45951
    precismo
    Customer

    Thank you very mu Yuri, your solution fixed it!!

    Some of our new models with 4k textures stopped working with IOSv15 update as well. But same models DO work on Macs. Looks like Apple somehow started limiting resources for 3D in new Safari on iPhones with OSv15.

    a) Is there any hard memory/texture limit which we can check? Ideally we would like to do automatic analysis of GLTF model + textures in our CI during build for early warning / automatic test. Did Apple say something about these limits? (2k looks safe but quite often it is not enough for our purposes)

    b) It was very difficult to debug those “application stopped working” errors, no console output, nothing. Is there any way how we can find more information on these types of errors? Some logs, advanced debug, anything?

    #45952
    xeon
    Customer

    Hi there….just so we are all on the same page Safari and Chrome on iOS and Mac OS use Webkit. They are one in the same browser. Safari with iOS 15 has implemented some crazy stuff regarding privacy that can really mess up the ability for any website to run properly. So you will want to test with private relay on and off, and the use of a VPN.

    I use 2K, 4K as well as 8K textures without issues on MacOS and iOS 15 using Verge. The problem is the compression and the timing of moving data in and out of memory. Each browser on each device has a limit to how much stuff can be stored. This includes scene files, data, textures, etc, including the browser itself. More recently each browser and device now have a Tab memory limit. So you constantly have to remove things from memory. The problem we are experiencing with Webkit currently is the memory will not release very quickly which causes problems loading anything big and if you have slower speeds like wifi or 4G or lower…the memory dump takes even longer.

    For tracking whats been loaded you can use Chromes Developer Console and what the loads and it will provide a way you can debug why its not loading. It will give you a total transfer total to memory and will also provide info when you go over, but you are likely to see that visually as an error first.

    If you are making applications for general distribution to the public, including older phones and OS’s you will need to either build specific bundles for each device type or build to the lowest common denominator. When we build for general public use…we set our max memory size to be 50Mb. Yes…modern browsers can hold more but since the iPhone 7 is still the most popular iPhone…we cant ignore that group so we have to play for 3G cell service and 50Mb phones.

    Google searches for browser memory limits will get you set for figuring out what to aim for based on your target.

    Xeon
    Route 66 Digital
    Interactive Solutions

    #46031
    precismo
    Customer

    Thanks for your great insight, Xeon!

Viewing 13 posts - 1 through 13 (of 13 total)
  • You must be logged in to reply to this topic.