Releases: lxsolutions/studio-foundation
Release list
Godot 4.7.1 WebGPU web export templates (patch series 0001–0014)
Prebuilt web export templates for the Studio Foundation WebGPU backend, so the published Forward Mobile path can be evaluated without an engine build.
Release boundary: these archives are p0014: official Godot 4.7.1 plus patches 0001–0014, using Forward Mobile. Current
maincontains later patches through 0022; patches 0015–0022 are not in these downloads. The current Forward+ investigation has been run on hardware but still emits 18GPUValidationErrorentries and does not render a frame. No p0022 templates are published.
▶ Run the published p0014 demo
Attribution and maintenance
The initial backend lineage is David Walter's MIT-licensed dwalter/godotwebgpu work. Official Godot remains the sole active upstream. Studio Foundation maintains the Godot 4.7.1 port, scoped patch curation, later renderer/shader fixes, build and browser-export pipeline, validation, release evidence, MCP tooling, and AI-native distribution layer.
What these are
Official Godot 4.7.1-stable (commit a13da4feb8d8aefc283c3763d33a2f170a18d541) built for the web with the ordered, SHA-256-locked WebGPU patch range 0001–0014. The templates use threads=no, so exports run on static hosts without COOP/COEP headers.
| Asset | Bytes | SHA-256 |
|---|---|---|
godot.web.template_release.webgpu.zip |
11,910,848 | 9f137f0b58c9e7c56d3430feb8fd00b1223d68d3b07b0fb5fcf2cadad8edea9b |
godot.web.template_debug.webgpu.zip |
11,729,626 | 659ad2ee4af91835a92aec8d8e1213c9ab4e91a2bc99083c69d352ce134fe539 |
These hashes identify the exact GitHub release assets. The repository separately retains a locally accepted build pair with different bytes; those local hashes are not this release's identity.
Verified
On an NVIDIA Tesla P40 through Chrome/WebGPU, a scene with six PBR meshes, a directional light, and real-time shadow mapping rendered at 59–60 fps, 36 draws/frame, 0 GPUValidationError. Chariot, Riftline, and The Deep were also run with the p0014 Forward Mobile build with 0 validation errors. The public Chariot URL was re-run on that GPU.
Using them
- Download both archives and verify the hashes above.
- Point the web preset's
custom_template/releaseandcustom_template/debugat the downloaded files. - Export, then apply the WebGPU handoff that the official editor cannot emit. Repository tooling does this with:
just export-browser-webgpuA bare editor export omits GODOT_CONFIG.renderingDriver = webgpu and the --rendering-method mobile --rendering-driver webgpu arguments. Skipping the handoff yields Failed to get pre-initialized device.
Reproducing the source boundary
Check out the release tag before preparing source; running the build from current main applies patches through 0022 and is not a p0014 build:
git checkout godot-4.7.1-webgpu-p0014
just engine-verify-patches
just engine-fetch
just engine-buildThis reconstructs and builds the p0014 source boundary. A rebuild is a candidate that must pass the browser and hardware gates; the hashes above remain the identity of the published archives.
Status and caveats
- WebGPU support is beta.
- These templates use Forward Mobile, so the Forward+ SSAO, SSIL, SSR, SDFGI, VoxelGI, and volumetric-fog paths are not available here.
- A Jolt concave-collider regression was observed in The Deep's p0014 web run; rendering was unaffected, but physics behavior was not.
- Safari/iOS, native mobile devices, and non-NVIDIA GPU vendors were not verified for this release.
- Official WebGL 2 Compatibility remains the maintained fallback.
Patch details: engine/patches/README.md. Canonical evidence: docs/architecture/webgpu-evidence.md (available after the documentation PR lands).