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).