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?

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.

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  1. 11 months ago
    Anonymous

    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.

    • 11 months ago
      Anonymous

      there's already
      https://www.babylonjs.com/

    • 11 months ago
      Anonymous

      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).

      • 11 months ago
        Anonymous

        your statement is frivolous, stupid and with many false parts.

        please everyone ignore the quoted post

        • 11 months ago
          Anonymous

          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).

          • 11 months ago
            Anonymous

            >it was better when we had flash
            ah yeah i loved waiting 2 min to load a buggy 2d minigame

            • 11 months ago
              Anonymous

              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.

              • 11 months ago
                Anonymous

                6 hours and 0.01 fps even! god i want to go back to terrible software because... because its older!

              • 11 months ago
                Anonymous

                morons like you belong on BOT

          • 11 months ago
            Anonymous

            the web is a horrible platform for everything except text and static images

      • 11 months ago
        Anonymous

        100%. especially the fact that op thought webgpu was meant primarily for games already outed him as someone speaking out of his ass.

      • 11 months ago
        Anonymous

        Stupidest shit I've read today. You clearly have never ACTUALLY worked with anything involving graphics or even browsers.

      • 11 months ago
        Anonymous

        Correct on all points.

      • 11 months ago
        Anonymous

        Nobody cares about lag anymore. Modern games have outrageous levels of lag, over 100ms in some cases.

        • 11 months ago
          Anonymous

          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.

          Stupidest shit I've read today. You clearly have never ACTUALLY worked with anything involving graphics or even browsers.

          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.

          • 11 months ago
            Anonymous

            I played Quake Live perfectly fine on the browsers years ago. No input lag to speak of.

            • 11 months ago
              Anonymous

              That was a native browser plugin IIRC (like Java applets) not an html technology

  2. 11 months ago
    Anonymous

    Why do I want that shit in my browser?

    • 11 months ago
      Anonymous

      Ray tracing on your cookie notification

    • 11 months ago
      Anonymous

      because "muh abstraction layer"

    • 11 months ago
      Anonymous

      not too stoked on learning yet another low-level graphics API. also, existing native webgpu libs suck.

      cool coomer games on itch.io

      does this mean blender in the browser is possible?

      it's been possible for ages

      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.

      >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.

      • 11 months ago
        Anonymous

        >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.

        • 11 months ago
          Anonymous

          >wgpu-native
          can't be bothered to build Rust projects, and I am not using their pre-built crap

          • 11 months ago
            Anonymous

            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.

            • 11 months ago
              Anonymous

              >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

  3. 11 months ago
    Anonymous

    >trusting GPU driver writers to not frick up the security
    What could go wrong. First was OpenGL, now we are going to find all the security issues in Vulkan and DX12.

  4. 11 months ago
    Anonymous

    >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

    • 11 months ago
      Anonymous

      xDDDDD

    • 11 months ago
      Anonymous

      yeah and nobody mines bitcoin with GPUs anymore.

  5. 11 months ago
    Anonymous

    i'm ready for the next generation of fingerprinting and sandbox escapes

  6. 11 months ago
    Anonymous

    Mozilla Firefox still supports Windows 7 and also has WebGPU support.

  7. 11 months ago
    Anonymous

    > so websites who want it will have to choose if they want to still support 7.
    You miserable c**ts 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

  8. 11 months ago
    Anonymous

    I've never been more ready.

  9. 11 months ago
    Anonymous

    >Firefox has also got support in Nightly
    pretty sure firefox still has that Adapter error its not supported yet.

    • 11 months ago
      Anonymous

      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.

  10. 11 months ago
    Anonymous

    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.

  11. 11 months ago
    Anonymous

    does this mean blender in the browser is possible?

  12. 11 months ago
    Anonymous

    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 fricking clue.

    frick Standards Committees ... they're always populated with the employees that their parent companies have no idea what to do with.

  13. 11 months ago
    Anonymous

    >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

    • 11 months ago
      Anonymous

      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;
      }

  14. 11 months ago
    Anonymous

    This shit is just stadia without video games.

    • 11 months ago
      Anonymous

      being this clueless must be a bliss

      • 11 months ago
        Anonymous

        You're just confirming my point with your ad-hominems, wienerbreath.

        • 11 months ago
          Anonymous

          >

          being this clueless must be a bliss

          (You)
          it's not ad-hominem. you are objectively clueless and most likely severely moronic.

          • 11 months ago
            Anonymous

            >no arguments
            You just want someone to talk to. Find them elsewhere.

          • 11 months ago
            Anonymous

            New IP here. I agree with

            >no arguments
            You just want someone to talk to. Find them elsewhere.

            you come off as an underaged pseud

  15. 11 months ago
    Anonymous

    I just disable js whenever I can

  16. 11 months ago
    Anonymous

    >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.

  17. 11 months ago
    Anonymous

    It fallbacks to the software rendering on 12 years old notebook.

  18. 11 months ago
    Anonymous

    >w*b shit
    shan't

  19. 11 months ago
    Anonymous

    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.

    • 11 months ago
      Anonymous

      you can run all the babylonjs examples with the webgpu backend
      some of these are cool
      https://webgpu.github.io/webgpu-samples/samples/particles

      • 11 months ago
        Anonymous

        You can already do this with webgl, so what's the fuzz about. Performance gains? Yeah, I'd rather have 5k particles less.

  20. 11 months ago
    Anonymous

    Anyone still has those meeting minutes?
    They're hilarious to read.

    • 11 months ago
      Anonymous

      I read some when they were newly formed. Apple screwed shit up from get go because they had some beef with Khronos

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