# WebGPU + custom render loop not working

**URL:** <https://forum.babylonjs.com/t/webgpu-custom-render-loop-not-working/23315>\
**Category:** Bugs\
**Tags:** webgpu\
**Created:** [August 24, 2021, 11:42am UTC](https://forum.babylonjs.com/t/webgpu-custom-render-loop-not-working/23315 "2021-08-24T11:42:15Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [August 24, 2021, 2:46pm UTC](https://forum.babylonjs.com/t/webgpu-custom-render-loop-not-working/23315/4 "2021-08-24T14:46:28Z")

</div>

Some housekeeping is not done when you don’t use `runRenderLoop` (`engine.beginFrame` / `engine.endFrame` are not called for eg). Also, the multi views (canvas) support won’t work, as well as VR as I can see there are some calls to VR functions in the `engine._renderLoop` wrapper.

So, not using `runRenderLoop` may work in your case but I’m not sure it is an officially supported way of doing things. @Deltakosh?

In any case, WebGPU needs at the minimum that `beginFrame` / `endFrame` be called: you can try to surround your `scene.render()` call by `engine.beginFrame()` and `engine.endFrame()` and see if that works.

For reference, here’s the render loop wrapper of `Engine`:

> <https://github.com/BabylonJS/Babylon.js/blob/master/src/Engines/engine.ts#L1235-L1270>

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