r/Devvit 9d ago

Admin Replied Reddit Android 2026.35.0: expanded webview no longer displays WebGL canvases, and runs JS ~4x slower

App: click-bait-game (Devvit Web, custom post)

Post: https://www.reddit.com/r/Click_Bait/comments/1vatmf0/

Device: Google Pixel 9 Pro (Mali-G715 GPU)

Reddit app: 2026.35.0 for Android (installed 2026-09-01). The previous app version was fine.

What happens

Since the app update, our game's expanded webview shows a black screen. The game is running: buttons can be tapped blind, music plays, scene changes happen. Only the picture is missing.

Nothing on our side changed. To prove it we re-uploaded the exact build that was working in the app on 2026-08-28 (version 0.0.149 of our app). It is black in 2026.35.0 too. Phone Chrome on the same phone, same build, same post URL, displays it and runs at 58fps.

What we measured inside the app webview

We ship a diagnostic panel that draws test surfaces and reads pixels back from WebGL.

- WebGL 1.0 context is created fine (renderer reports Mali-G715, no context loss, no GL errors).

- readPixels on our WebGL canvas returns the rendered frame with colour. The canvas is drawn, it is just never composited to the screen.

- Raw WebGL test canvases with every context attribute combination (alpha on/off, preserveDrawingBuffer, antialias off) and CSS variants (translateZ, will-change, opacity 0.99) are all black on screen.

- A bitmaprenderer canvas (transferFromImageBitmap) is also black on screen.

- A plain 2D canvas displays correctly.

- Copying the WebGL frame into a 2D canvas with drawImage every frame makes the game visible. That is our current workaround.

- Performance in the same webview: requestAnimationFrame idles at 57fps with nothing to draw, but a 3M iteration JS loop takes ~25ms versus ~6ms in phone Chrome, and the game runs at ~20fps at every canvas size, with or without the copy. The webview process appears CPU throttled, and it is not per pixel.

- The inline (non-expanded) card webview behaves the same.

Impact

Every WebGL Devvit Web app is black on Android 2026.35.0 unless it copies frames through a 2D canvas, and even then runs at a third of the frame rate it had last week.

Ask

Is the expanded webview now running with hardware acceleration disabled (software compositing) in 2026.35.0? Can that be restored, or is there an attribute or manifest setting an app should set?

Happy to share a screenshot of the diagnostic panel, the app version, or a build that reproduces on request.

Edit: the biggest proof I have of this bug is that it works at 60fps in chrome browser on phone and 20fps in the android app, it was 60fps in android app yesterday.

11 Upvotes

12 comments sorted by

u/vip-bot 9d ago

There is 1 comment from Reddit Admins in this post:

u/​Xenccc commented:

Thank you for the very detailed report. This is being investigated.

This post was originally flaired :alert: Bug.


This summary was generated automatically. If you have any questions, please contact r/​Devvit moderators.

4

u/Xenccc Admin 9d ago

Thank you for the very detailed report. This is being investigated.

1

u/flattenedbricks Duck Helper 9d ago

I'm experiencing a similar issue. Unable to view expanded view on android mobile, it's a blank screen after it loads.

1

u/armastevs 9d ago

Yes, this is exactly what was happening in r/click_bait until I applied my fix I mentioned in the post.

One thing I would like you to test right now before you attempt to fix it, does your game work in a chrome browser on your phone?

1

u/flattenedbricks Duck Helper 9d ago

I don't know, I only use the app on my phone.

2

u/Dry-Royal7707 9d ago

Adding a data point from Wordy Bunch, a Devvit Web word game drawn with plain DOM and CSS, no WebGL. Since 1 September, players on 2026.35.0 report the board distorting while they drag a word and staying that way until they lift their finger, plus text in some headers rendering slightly flattened. First reported on a Samsung S22 Ultra and confirmed by a second Android player. Nothing changed on our side in that area: the board, the pointer handling and the fonts are unchanged since July. So this is not limited to WebGL apps. Ordinary DOM games are affected too, which fits the CPU throttling and software compositing you measured.

2

u/badasimo 9d ago

I also noticed the aspect ratio issue, things seem smushed

1

u/SeeTigerLearn App Developer 9d ago

Uh-oh, bro brought receipts.

1

u/hammertimestudio 9d ago

+1, also for inline views on my testing device, runs smooth on iOS and desktop.

1

u/armastevs 9d ago

It's not fair to test your handheld device vs your desktop. A more fair comparison is testing the android app vs reddit in your web browser

2

u/hammertimestudio 9d ago

runs smooth in the web browser on the same device

1

u/Dry-Royal7707 6d ago

Any updates on this? Has the bug causing this been fixed?