WebGPU is releasing in Chrome/ium 113 on Tuesday, are you ready for the next generation of 3D Graphics and AI acceleration in the browser? It is also the first big web feature to not support Windows 7, so websites who want it will have to choose if they want to still support 7. Firefox has also got support in Nightly and Safari in Technical Preview, so it will be widely adopted in a few months.
Gotta wait another year or two before something like three.js makes it actually usable.
I wonder how long will it take for game engines to integrate it too.
there's already
https://www.babylonjs.com/
games engines will never support the web because there is a built-in lag that cannot be avoided, webgpu has just as much built-in latency as webgl.
webgl was not designed for game development, it was developed for website design or visualizations, like making a spinning cube logo or showing some sort of 3d view of a building, and webgpu is also not designed for video games, it's for AI or bulk computation.
also webgpu is just a toy project made by rust / ocaml developers (you can tell by just looking at the syntax of the shaders) because opengl and all other graphical API's don't work well with rust, and also this is pushed by apple developers because apparently webgl really sucks on the metal backend.
It's no different than bgfx, but it also has the same problems as bgfx which is the lack of low level vendor debugging tools (because the API essentially is translated to vendor specific graphics APIs like vulkan).
your statement is frivolous, stupid and with many false parts.
please everyone ignore the quoted post
I will admit there are many games made on webgl using engines like unity or unreal, but webgpu changes nothing, and the web is a horrible platform for video games (it was better when we had flash).
>it was better when we had flash
ah yeah i loved waiting 2 min to load a buggy 2d minigame
A bloated html5 game would have taken half an hour to load on the same internet connection. And would have run at less than 1fps.
6 hours and 0.01 fps even! god i want to go back to terrible software because... because its older!
retards like you belong on /v/
the web is a horrible platform for everything except text and static images
100%. especially the fact that op thought webgpu was meant primarily for games already outed him as someone speaking out of his ass.
Stupidest shit I've read today. You clearly have never ACTUALLY worked with anything involving graphics or even browsers.
Correct on all points.
Nobody cares about lag anymore. Modern games have outrageous levels of lag, over 100ms in some cases.
I'm not talking about networking lag, I am talking about input lag, the time it takes for a mouse / keyboard input to make a change on the screen, you probably would notice it if you played any FPS games on the web and notice it doesn't feel the same for some reason.
I've made tests on webgl using emscripten, gave up after realizing how unplayable the latency is, feels like the latency you get from triple buffering (which also means if you have a higher FPS, you probably would not feel it as much). The source of the latency comes from the fact that every frame from the browser needs to be displayed together, and the browser itself uses opengl on it's own thread, and to draw a html5 canvas (this is not limited to just webgl or webgpu, this also applies to html5 drawing surfaces), it has it's own separate opengl context on a separate thread, and because of the fact that html5 surfaces prioritize throughput over latency (and security because when I say separate thread, I actually mean separate process, for a sandbox), and that means the html5 thread needs to draw into 2 framebuffers so it doesn't stall when it's waiting for the browser's thread to display the page.
I played Quake Live perfectly fine on the browsers years ago. No input lag to speak of.
That was a native browser plugin IIRC (like Java applets) not an html technology
Why do I want that shit in my browser?
Ray tracing on your cookie notification
because "muh abstraction layer"
not too stoked on learning yet another low-level graphics API. also, existing native webgpu libs suck.
cool coomer games on itch.io
it's been possible for ages
>gave up after realizing how unplayable the latency is
I ported my C++ game to HTML5 with Emscripten a couple years ago. never noticed lag being this bad.
>not too stoked on learning yet another low-level graphics API. also, existing native webgpu libs suck.
whats wrong with wgpu-native? I am pretty sure there will be a webgpu raylib backend and that will solve most issues with the api.
>wgpu-native
can't be bothered to build Rust projects, and I am not using their pre-built crap
whats wrong with the prebuild binaries of the library? If you really want no rust on your pc just use github action to build it.
>whats wrong with the prebuild binaries of the library?
I want to keep all my dependencies built with the same runtime
>If you really want no rust on your pc just use github action to build it.
it's the same thing as taking their binaries
>trusting GPU driver writers to not fuck up the security
What could go wrong. First was OpenGL, now we are going to find all the security issues in Vulkan and DX12.
>you can now mine bitcoins on browser with gpu
that`s all
i mean, wtf you mean by games
do people actually still play games
xDDDDD
yeah and nobody mines bitcoin with GPUs anymore.
i'm ready for the next generation of fingerprinting and sandbox escapes
Mozilla Firefox still supports Windows 7 and also has WebGPU support.
> so websites who want it will have to choose if they want to still support 7.
You miserable cunts actually believe we care about supporting an OS that far behind
Also I've been through the demos, it's going to be another 9 months at LEAST before we give a shit about it
I've never been more ready.
>Firefox has also got support in Nightly
pretty sure firefox still has that Adapter error its not supported yet.
ok I am wrong it works if webgpu can implement support for subgroup operations and more data formats it would be a good new GGPU backend.
I'm genuinely hyped for this. Hopefully we're not gonna be beholden to cuda any more. This should stimulate competition and make supply chains less brittle.
does this mean blender in the browser is possible?
the blind leading the blind
i swear, they think if they abstract all the details away, they'll all have jobs, even if they have no fucking clue.
fuck Standards Committees ... they're always populated with the employees that their parent companies have no idea what to do with.
>WebGPU uses its own shading language called WGSL that was designed to be trivially translatable to SPIR-V, until complaints caused redirection into a more traditional design, similar to other shading languages. The syntax is similar to Rust.
>The syntax is similar to Rust.
>Rust
It's essentially an uglier, more verbose version of GLSL.
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(4) color : vec4<f32>,
}
@vertex
fn vert_main(
@location(0) a_particlePos : vec2<f32>,
@location(1) a_particleVel : vec2<f32>,
@location(2) a_pos : vec2<f32>
) -> VertexOutput {
let angle = -atan2(a_particleVel.x, a_particleVel.y);
let pos = vec2(
(a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
(a_pos.x * sin(angle)) + (a_pos.y * cos(angle))
);
var output : VertexOutput;
output.position = vec4(pos + a_particlePos, 0.0, 1.0);
output.color = vec4(
1.0 - sin(angle + 1.0) - a_particleVel.y,
pos.x * 100.0 - a_particleVel.y + 0.1,
a_particleVel.x + cos(angle + 0.5),
1.0);
return output;
}
@fragment
fn frag_main(@location(4) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
}
This shit is just stadia without video games.
being this clueless must be a bliss
You're just confirming my point with your ad-hominems, cockbreath.
>
(You)
it's not ad-hominem. you are objectively clueless and most likely severely retarded.
>no arguments
You just want someone to talk to. Find them elsewhere.
New IP here. I agree with
you come off as an underaged pseud
I just disable js whenever I can
>so websites who want it will have to choose if they want to still support 7
WebGPU backend depends on Vulkan and driver development for W7 ended like 3 years ago. There is no way a full WebGPU experience can be supplied for W7 even if google tried it. Firefox development also ends with ESR 115, slim chance it makes in even in a limited form.
It fallbacks to the software rendering on 12 years old notebook.
>w*b shit
shan't
Any good WebGPU demo sites? The ones I find are just spinning cubes. They have been spinning cubes on computers since the 70s and 80s.
you can run all the babylonjs examples with the webgpu backend
some of these are cool
https://webgpu.github.io/webgpu-samples/samples/particles
You can already do this with webgl, so what's the fuzz about. Performance gains? Yeah, I'd rather have 5k particles less.
Anyone still has those meeting minutes?
They're hilarious to read.
I read some when they were newly formed. Apple screwed shit up from get go because they had some beef with Khronos