https://www.construct.net/en/free-online-games/ultra-pixel-s...
Which Construct 3 game should I try on Mobile Safari?
I know there are other game engines. Supporting Mobile Safari is very very hard. It has its own flavor of everything. I would never speak in absolutes about some web standard and how it will work on Mobile Safari.
I’m not dunking on the engine. It’s just to say, well this is what graphics programming in browser is: making shit work on mobile Safari.
> whom is WebGPU for? […] it’s a huge rigamarole.
Where is this comment coming from? WebGPU enables compute shaders, and there are applications in anything that uses a GPU, from ML to physics to audio to … you name it. What is making you think game engines would be the only users? I bet a lot of companies are looking forward to being able to use compute shaders in JS apps and web pages.
> Godot has had zero development for WebGPU support.
Why would Godot be an indicator? I love Godot and their efforts, but it’s less than 1% of game engine market share, and a much smaller less well funded team. Of course they’re not on the bleeding edge. Unity is closer to 30% market share and is actively engaging with WebGPU, so it seems like you’re downplaying and contradicting a strong indicator.
> WebGPU enables compute shaders, and there are applications in anything that uses a GPU, from ML to physics to audio to … you name it.
I know.
If you have to go through a giant product like Unity for example to use WebGPU because Apple will essentially have its own flavor of WebGPU just like it has its own flavor of everything, is it really cross platform?
Does Apple support Vulkan? No. It was invented for middlewares!
Apple has a flag to toggle on WebGPU on iOS today. I know dude. What does that really mean?
They have such a poor record of support for gamey things on Mobile Safari. No immersive WebXR, a long history of breaking WASM, a long history of poor WebGL 2 and texture compression support. Why is this going to be any different?
Not really. Bevy https://bevyengine.org uses WebGPU exclusively, and we have unfortunately little funding - definitely not $2 billion. A lot of the stuff proposed in the article (bindless, 64-bit atomics, etc) is stuff we (and others) proposed :)
If anything, WebGPU the spec could really use _more_ funding and developer time from experienced graphics developers.
Why are people downvoting? The idea of Great High Performance Graphics Effortlessly on All Platforms is very appealing. It is fundamentally empathetic. It is an opium to game developers whose real antagonist is Apple and Nintendo, and who want a more organic journey in game development than Unity Learn. Is it a realizable goal? Time will tell.
Everyone should be advocating for more focused efforts, but then. Are you going to say, Bevy is better than Godot? It’s subjective right? Open source efforts are already spread so thin. An inability to rally behind one engine means achieving 2013’s Unity 5 level of functionality is years away.
Looking at it critically, in fact much effort in the open source ecosystem is even anti games. For example emulators used to pirate Nintendo Switch games have more mature multiplatform graphics engine implementations than Godot and Bevy do. It would be nice if that weren’t true, you might tell me in some sense that I am wrong, but c’mon. It’s crazy how much community effort goes into piracy compared to the stuff that would sincerely benefit game developers.
WebGPU is authored by giant media companies, and will have purposefully hobbled support by the most obnoxious of them all, Apple - the one platform where it is kind of impractical to pirate stuff, but also, where it is kind of impractical to deliver games through the browser. Precisely because of the empathetic, yet ultimately false, promises of WebGPU.
That you can write a "compute shader" once, and it will run "anywhere." This isn't the case with any accelerated compute API, so why is WebGPU going to be different?
Reality will be Chrome Windows Desktop WebGPU, Chrome Android (newish) WebGPU, Mobile Safari iOS 18 WebGPU, iPad WebGPU, macOS Safari WebGPU, macOS Chrome WebGPU, iOS default in app browser WebGPU, Instagram and Facebook in app browser WebGPU...
This isn't complicated! If that's reality, I'd rather have:
Apple Compute Shaders for Browser. Windows Chrome Compute Shaders for Browser. Android Chrome Compute Shaders for Browser.
Because I'm going to go through a middleware like Unity to deal with both situations. But look at which is simpler. It's not complicated.
> I’m trying to understand if and why you do.
I make games. I like the status quo where we get amazing game engines for free.
I cannot force open source developers to do anything. They are welcome to waste their time on any effort. If Bevy has great WebGL 2 support, which runs almost without warts everywhere, even on iOS, for example, it makes no sense to worry about WebGPU at all, due to the nature of the games that use Bevy. Because "runs on WebGPU" is making-believe that you can avoid the hard multiplatform engine bits. Engines like Construct and LOVE and whatever - 2D games don't need compute shaders, they are not very performance sensitive, use the browser as the middleware, and the ones that are, they should just use a huge commercial game engine. People have choices.
Can you post a link to that quote? What exactly are you quoting?
Unity spends the vast majority of its money on other things, and Unity isn’t the only company that will make use of WebGPU. Saying nobody will have success with it is like saying nobody will succeed at using CUDA. We’re just talking about compute shaders. What is making you think they’re too hard to use without Apple’s help?
Safari has WebGPU support today, albeit behind a feature flag until it's fully baked. https://imgur.com/a/b3spVWd
Not sure if this is good, but animometer shows an Avg Frame time of ~25.5 ms on a Mac Studio M1 Max with Safari 18.2 (20620.1.16.11.6). https://webgpu.github.io/webgpu-samples/sample/animometer/
Apple's WebGPU implementation in Safari is entirely spec compliant, and this time they've actually been faster than Firefox.
https://www.youtube.com/watch?v=HrLyZ24UcRE
Apple maps and others also use it
The last time I tried with pixi.js the problem was smoothly zooming polygons with a constant width border thicker than hairline. Doing that was basically just generating new textures on every frame.
The 3D API is just meant to be a minimal portable abstraction over common low-level hardware features, composing those features into higher level constructs is intentionally left as an exercise for the user.
Web APIs need more standardized functionality built in, including high-level ones, and not rely on additional libraries, because they have to download across a network.
It's like having to install an app every time you visit a site.
https://github.com/linebender/vello
and (shameless plug):
To me, one of the greatest things about the web is that the DOM is malleable in that you can right click -> view source -> change things. This is dead in an era where the server just sends you a compiled WASM dll.
It seems to me that the inevitable result of things like WASM and WebGPU will be "rich media web 4.0 applications" that are just DRM, crypto miners, and spyware compiled so that they're more difficult to circumvent, and delivered via the browser. An excuse to write web apps with poor performance because "well the user just needs a stronger GPU". It seems like an express train back to the bad old days of every website being written in flash.
I honestly cannot see the upsides of these technologies. Is it gaming? Why would I want to play a 3D game in my fucking browser of all places? That's a strict downgrade in almost every way I can think of. Why would anyone want that? Is it "AI"? Why would I want to run an LLM in the browser, I could just run it natively for better performance?
All I can see and have seen over the last several years is a steady parade of new technologies that will make the internet (and in some cases the lives of every day people) objectively worse while enriching a handful of big tech douchebags.
Why are we going down this path? Who is asking for this stuff? Why the fuck would I want to expose my GPU to a website?
> Why would I want to run an LLM in the browser, I could just run it natively for better performance?
Why would you try out a new app in a sandboxed browser, when instead you could give it complete access to your entire computer?
So how are compute shaders accessing data they're not supposed to? How do you think they're escaping the sandbox?
Maybe you are not be aware of the number of good web apps that use some WebGL under the hood? You might be using office applications in your browser already that use WebGL when it’s available, and the reason is it makes things faster, more responsive, more scalable, and more efficient. Same would go for WebGPU.
There’s no reason to imagine that the web will do bad things with your resources that you didn’t ask for and don’t have control over. There have been hiccups in the past, but they got fixed. Awareness is higher now, and if there are hiccups, they’ll get fixed.
The web is like this right now. Why would things magically become a utopia?
Read some security update news from browser vendors and vulnerability researcher posts. There's some weak signals about vendors acknowledging the difficulty of securing the enormous attack surface of browsers built on unsafe foundations, eg MS "enhanced security mode" and Apple "lockdown mode".
To provide users a way to instantly play a game without having to download all assets at once. Give developers a potential way to avoid app store royalties of up to 30% on desktop or mobile. With wgpu in rust, you can also target WebGPU as a shared 3d runtime that will run across OS's natively rather than having to target Vulkan, Metal, and DirectX.
> Why would I want to run an LLM in the browser, I could just run it natively for better performance?
What about users who don't know how to download a model and run it locally? I would argue this is the vast majority of users in the world. Also, this specific use case is probably not going to be generalized with WebGPU yet due to model sizes, but rather other APIs like the Prompt API in Chrome which will use Gemini Nano embedded into the browser (assume it will eventually get standardized). https://developer.chrome.com/docs/ai/built-in-apis
I agree with you that WASM and WebGPU will be used for adware, targeting, and spyware - but if you don't want to use them, you should disable them in your browser settings - there's definitely value add for other users even if you can't see any benefits.
There's a reason QuakeLive didn't catch on and it's because streaming resources to the player makes for awful UX.
>What about users who don't know how to download a model and run it locally?
Those users also don't know how to compile MS Word from source but they have been getting along just fine with installers.
That’s what made flash games so big back in the day.
Pasting URL into browser, then having access to game
Vs
Pasting url in browser Get link to install app Install app Navigate to the original url again.
Technical capabilities don’t always change user experience
No need for the web in that case, which is inefficient. You can do with like those 1MB installers and stream those assets.
> but if you don't want to use them, you should disable them in your browser settings
Which the majority won't. People don't even go in their phone settings, apart from connecting to WiFi and changing their wallpaper.
Why would you do that?
---
There's few applications that warrant having direct access to the GPU and other devices. And for those, a native app would be a much efficient way (for the user).
You end up having to re-implement steam to keep a local copy of the assets on the client device yourself, expect browsers to do the same to manage caching the gigabytes of data transparently, or design your game around a very slow storage device or use tiny assets.
Flash games worked because they fit very nicely into the 'tiny assets' category.
HTML documents were sort-of like an app sandbox.
Evolution is now adding an app sandbox to HTML.
There is little we can do to resist it. I don't like it either - I hate HTML.
Yes, running LLMs on the web may not have significant advantages due to the speed limitations, but other models, such as those for bg removal, speech-to-subtitles, and translation, could become practical and efficient thanks to WebGPU.
Runescape! I grew up playing Runescape! How could anyone not want games like Runescape to exist?!?
I mean, I wouldn't say I don't want it to exist. But Runescape is one of the shittiest, most boring games I've ever played. It's not exactly a strong argument for why we should run stuff in the browser
WebAssembly brings all languages to the browser. Why shouldn't I be able to use C#, Rust, Go, Dart, Python, or whatever else in browser?
WebAssembly brings better performance. That's what Webamp found: https://jordaneldredge.com/blog/speeding-up-winamps-music-vi...
And what Amazon found: https://www.amazon.science/blog/how-prime-video-updates-its-...
And what Google found: https://web.dev/case-studies/google-sheets-wasmgc
Why make things perform worse when they can perform better?
Why shouldn't I be able to make an application that compiles to the Windows, macOS, and Linux desktops and also to the browser? This one does: https://bandysc.github.io/AvaloniaVisualBasic6/
Native operating systems are garbage at maintaining user privacy and become maintenance burdens when too many applications have been installed and even uninstalled on the machine.
While not perfect, a browser tab is a stronger sandbox than you can easily get in any other context.
I'm really looking forward to getting bindless later down the road, although I expect it to take quite a while.
By the same token, I'm quite surprised that effort is being put into a compatibility mode, when WebGPU is already too old and limiting for a lot of people, and when WebGL(2) is going to have to be maintained by browsers anyways.
Yes.
This has had a devastating effect on Rust 3D graphics. The main crate for doing 3D graphics in Rust is WGPU. WGPU supports not just WebGPU, but Android, Vulkan, Metal, Direct-X 12, and OpenGL. It makes them all look much like Vulkan. Bevy, Rend3, and Renderling, the next level up, all use WGPU. It's so convenient.
WGPU has lowest common denominator support. If WebGPU can't do something inside a browser, then WGPU probably can't do it on other platforms which could handle it. So WGPU makes your gamer PC perform like a browser or a phone. No bindless, no multiple queues, and somewhat inefficient binding and allocation.
This is one reason we don't see high-performance games written in Rust.
After four years of development, WGPU performance has gone down, not up. When it dropped 21% recently and I pointed that out, some people were very annoyed.[1]
Google pushing bindless forward might help get this unstuck. Although notice that the target date on their whiteboard is December 2026. I'm not sure that game dev in Rust has that much runway left. Three major projects have been cancelled and the main site for Rust game dev stopped updating in June 2024.[2]
Rendering is _hard_, and Rust is an uncommon toolchain in the gamedev industry. I don't think wgpu has much to do with it. Vulkan via ash and DirectX12 via windows-rs are both great options in Rust.
> After four years of development, WGPU performance has gone down, not up. When it dropped 21% recently and I pointed that out, some people were very annoyed.[1]
Performance isn't most of the wgpu maintainer's (who are paid by Mozilla) priority at the moment. Fixing bugs and implementing missing features so that they can ship WebGPU support in Firefox is more important. The other maintainers are volunteers with no obligation besides finding it enjoyable to work on. Performance can always be improved later, but getting working WebGPU support to users so that websites can start targeting it is crucial. The annoyance is that you were rude about it.
> Google pushing bindless forward might help get this unstuck. Although notice that the target date on their whiteboard is December 2026.
The bindless stuff is basically "developers requested it a ton when we asked for feedback on features they wanted (I was one of those people who gave them feedback), and we had some draft proposals from (iirc) 1-2 different people". It's wanted, but there are still major questions to answer. It's not like this is a set thing they've been developing and are preparing to release. All the features listed are just feedback from users and discussion that took place at the WebGPU face to face recently.
Sounds like WGPU, the project, should be detached from Firefox?
To me the priority of shipping WGPU on FF is kind of mind-boggling, as I consider the browser irrelevant at this point in time.
(b) WGPU, gfx-rs/wgpu, wgpu.rs -> Rust crate implementing WebGPU
(c) wgpu -> the prefix used by the C API for all WebGPU native implementations.
(d) 'wgpu' -> a cute shorthand used by everyone to describe either (a), (b), or (c) with confusion.
WGPU has to decide, either stay compatible with WebGPU, and thus be constrained by the design of a Web 3D API, or embrace native code and diverge from WebGPU.
But even more, the level at which WebGPU exists (not too high level, not too low level) necessitates that if a native API graphics abstraction sticks with the WebGPU's API design and only 'extends' it, you actually end up with three totally different ways to use the API:
* The one with your native 'extensions' -> your app will only run natively and never in the browser unless you implement two different WebGPU rendering backends. Also won't run on Chromebook-type devices that only have GLES-era hardware.
* The WebGPU browser API -> your app will run in the browser, but not on GLES-era hardware. Perish in the verbosity of not having bindless support.
* The new 'compatability' mode in WebGPU -> your app runs everywhere, but perish in the verbosity of not having bindless, suffer without reversed-z buffers because the underlying API doesn't support it.
And if you want your app to run in all three as best as possible, you need to write three different webgpu backends for your app, effectively, as if they are different APIs and shading languages.
Note, regarding "GLES-era": WGPU does have a GLES/WebGL2 backend; missing WebGL1 is unfortunate, but at least it covers most recent browsers/hardware that happens to not have WebGPU supported yet.
(and there's necessarily some added overhead from having to adapt to GLES-style api; it's especially silly if you consider that the browser might then convert the api calls and shaders _again_ to D3D11 via ANGLE)
And interestingly, WebGL2 in Chrome on Windows (which runs on top of D3D11) handily beats WebGPU in some of my tests (with setBindGroup being the bottleneck).
My team at Mozilla are active contributors to WGPU. For the moment, when we Mozilla engineers are prioritizing our own work, we are focused on compatibility and safety, because that's what we need most urgently for our use case. Once we have shipped WebGPU in Firefox, we will start putting our efforts into other things like performance, developer experience, and so on.
But WGPU has other contributors with other priorities. For example, WGPU just merged some additions to its nascent ray tracing support. That's not a Mozilla priority, but WGPU took the PR. Similarly for some recent extensions to 64-bit atomics (which I think is used by Bevy for Nanite-like techniques?), and other areas.
WGPU is an open source project. We at Mozilla contribute to the features we need; other people contribute to what they care about; and the overall direction of the project is determined by what capable contributors put in the time to make happen.
Yep! The 64-bit atomic stuff let me implement software rasterization for our Nanite-like renderer - it was a huge win. Same for raytracing, I'm using it to develop a RT DI/GI solution for Bevy. Both were really exciting additions.
The question of how performant and featureful wgpu is is mostly just a matter of resources in my view. Like with Bevy, it's up to contributors. The unfortunate reality is that if I'm busy working on Bevy, I don't have any time for wgpu. So I'm thankful for the people who _do_ put in time to wgpu, so that I can continue to improve Bevy.
Yes. I think I'm beginning to see what's gone wrong with the Rust crates. It's an architectural problem. Vulcano and WGPU try to create a Rust safety perimeter at an API that's basically a wrapper around Vulkan. This may be the wrong boundary for that safety perimeter.
Moving buffer allocation inside the safety perimeter may eliminate a level of locking and checking. Bindless really brings this out, because somebody has to keep the descriptor table and buffer allocation in sync. The GPU depends on that. So that has safety implications.
If this problem is partitioned differently, the locking problems for concurrent GPU content updating may become simpler. Right now, both Vulcano and WGPU force more serialization than Vulkan itself requires. The rendering thread is too often stalled on a lock waiting for some content updating operation that should not interfere with rendering.
Too much detail for this forum. I'll continue this elsewhere. This has been useful.
Bindless is a game changer - pun intended. It can’t happen soon enough.
Just curious, what are the three major projects that were cancelled?
I also want to mention that folks are shipping high performance games in Rust - the first title that comes to mind is “Tiny Glade” which is breathtakingly gorgeous, though it is a casual game. It does not run on wgpu though, to my knowledge. I may have a different definition of high performance, with lower expectations.
Here are some:
- LogLog Games [1]. Not happy with Bevy. Not too unhappy about performance, although it's mentioned.
- Moonlight Coffee [2]. Not a major project, but he got as far as loading glTF and displaying the results, then quit. That's a common place to give up.
- Hexops. [3] Found Rust "too hard", switched to Zig.
Tiny Glade is very well done. But, of course, it's a tiny glade. This avoids the scaling problems.
[1] https://news.ycombinator.com/item?id=40172033
[2] https://www.gamedev.net/blogs/entry/2294178-abandoning-the-r...
[3] https://devlog.hexops.com/2021/increasing-my-contribution-to...
Rust for game engine has always been a highly risky endeavor since the ecosystem is much less mature than everything else, and even though things have improved a ton over the past few years, it's still light-years away from the mainstream tools.
Building a complete game ecosystem is very hard and it's not surprising to see that Rust is still struggling.
1. It's a game studio not a project (CEO here :))
2. It's very much still alive and well today, not 'cancelled'
3. We never even used WebGPU in Rust, this was before WebGPU was really a thing.
It is true that we looked elsewhere for a better language for us with different tradeoffs, and have since fully embraced Zig. It's also true that we were big proponents of WebGPU earlier on, and have in recent years abandoned WebGPU in favor of something which is better for graphics outside the browser (that's its own worthwhile story)..
But we've never played /any/ role in the Rust gamedev ecosystem, really.
Nobody needs all of Vulkan, but everyone needs quite a bit of it. Buffer allocation? Command encoding? Scheduling? Synchronization? Abstracting GPU architecture differences (and GPUs vary a lot)? Render pipeline fixed-function stages like primitive assembly, tiling, and blending? You're signing up to implement all of that - good luck!
In this view, your idea is the assertion, "I could do a better job at all that stuff than the driver developers." Maybe so! They're only human. Drivers do have bugs. But you're only human too.
Also, the onus is actually on the GPU manufacturers (not game engine devs) to simplify the programmability of the GPUs to the level we have for CPUs (we also do not write microcode, however, the programmability is much much simpler with access to good compiler toolchains). This will massively help non game engine developers who need GPUs for other kinds of compute.
[1] https://discussions.unity.com/t/gpu-bindless-resources-suppo...
The industry has moved beyond that, with teams where programmers only have a minor role (quite important nontheless), on the whole game design, with plenty of tooling for designers and other non-programmer folks to do their tasks.
Eventually with more graphical tooling, or scripting systems, it will start to gain more steam.
Note that TinyGlade also created most of their tooling in-house, they only partially depend on Bevy.
* Before the major rework called "arcanization", `wgpu_core` used a locking design that caused huge amounts of contention in any multi-threaded program. It took write locks so often I doubt you could get much parallelism at all out of it. That's all been ripped out, and we've been evolving steadily towards a more limited and reasonable locking discipline.
* `wgpu_core` used to have a complex system of "suspected resources" and deferred cleanup, apparently to try to reduce the amount of work that needed to be done when a command buffer finished executing on the GPU. This turned out not to actually save any work at all: it did exactly the same amount of bookkeeping, just at a different time. We ripped out this complexity and got big speedups on some test cases.
* `wgpu_core` used to use Rust generics to generate, essentially, a separate copy of its entire code for each backend (Vulkan, Metal, D3D12) that it used. The idea was that the code generator would be able to see exactly what backend types and functions `wgpu_core` was using, inline stuff, optimize, etc. It also put our build times through the roof. So, to see if we could do something about the build times, Wumpf experimented with making the `wgpu_hal` API use dynamic dispatch instead. For reasons that are not clear to me, switching from generics to dynamic dispatch made WGPU faster --- substantially so on some benchmarks.
Animats posts frequently about performance problems they're running into, but when they do it's always this huge pile of unanalyzed data. It's almost as if, they run into a performance problem with their code, and then rather than figuring out what's going on themselves, they throw their whole app over the wall and ask WGPU to debug the problem. That is just not a service we offer.
I honestly don't get your annoyed response; any OSS project wishes they had such detailed bug reports, and such a performance regression would concern me very much if it happened in a project I maintain.
Does it directly, internally, support Vulkan instead of on-the-fly translation from WebGPU to VK?
The main purpose of WebGPU is to specify a 3D API over the common subset of Metal/D3D12/Vulkan features (e.g. doing an 'on-the-fly translation' of WebGPU API calls to Metal/D3D12/Vulkan API calls, very similar to how (a part of) Proton does an on-the-fly translation of the various D3D API versions to Vulkan.
Unless we are talking about cool shadertoy examples.
Streaming solves the business case, with native APIs using server side rendering.
> Streaming solves the business case, with native APIs using server side rendering.
And yet history is littered with the dead husks of game streaming services ;)
Game Pass, GeForce Now, are doing alright.
Stadia failed, because Google doesn't get games industry.
Shadertoy is full of impressive demos.
OP claimed WGPU had native support for VK, DX and others. But as far as I know, WGPU just supports WebGPU being translated on the fly to those other backends, with the obvious performance hit. If I'm wrong, I'd be interested to know, as this would make WGPU a more interesting choice for many if, in reality, the code was native instead of translation.
Edit: https://docs.rs/wgpu/latest/wgpu/#backends it seems they indeed support native code in almost every backend?
Those three WebGPU implementation libraries are compiled to native code (they are written in Rust or C/C++), and at least WGPU and Dawn are usable as native libraries outside the browser in regular native apps that want to use WebGPU as a cross-platform 3D API.
Yet still, those native libraries do a runtime translation of WebGPU API calls to DX/Vk/Metal API calls (and also a runtime translation of either WGSL or SPIRV to the respective 3D backend API shading languages) - in that sense, quite similar to what Proton does, just for a different 'frontend API'.
Bindless lets you reduce the amount of book keeping you have to do per-object on the CPU, but much more importantly opens the door for GPU driven rendering.
The problem with WebGPU is there's no bindless and the 'bindful' path is quite expensive to meet the safety requirements of a browser API. There's no way around the slow path, and the slow path is quite slow. In this case the workaround is cut features because the API simply imposes too much overhead.
But I would prefer to first bring the peformance of the slot-based binding model to a point where it is similar to D3D11 or Metal instead of ignoring that part of the API and 'skipping ahead' to bindless (which will probably have to be behind an extension anyway). Otherwise WebGPU will become a cemetery of abandondend attempts like OpenGL.
Most of the gamedev in my opinion is extremely exploratory and demands constant experimentation with design. C/C++ offer fluidity, a very good and mature debug toolchain, solid performance ceiling and support from other people.
It will be really hard to replace C++ in performance/simulation contexts. Security takes a backseat there.
Someone was seemingly "annoyed" by an impatient end-user asking for an status update ("It's now next week. Waiting.") and nothing more. They didn't seem to be annoyed about that you pointed out a performance issue, and instead explained that their current focus is elsewhere.
I'm not disagreeing that bindless is needed but it's a bit of hyperbole to claim the texture limits are too small for serious applications given the large list of serious graphics applications that shipped before bindless existed and the large number of serious graphics applications and games still shipping that don't use them.
For an idea of bevy's default view and PBR material bindings, see:
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
The default limits are like the lowest common denominator and typically way lower than what the device actually supports.
I never personally ran into the issue, but I know it's a problem our users have had.
Part of the challenge of making a general purpose engine is that we can't make choices that specialize to a use case like that. We need to support all the backends, all the rendering features, all the tradeoffs, so that our users don't have to. It's a hard challenge.
I agree that compat mode takes up more of the WebGPU standard committee's time than bindless. I'm not sure that's how I would prioritize things. (As a Mozilla engineer, we have more than enough implementation work to do already, so what the committee discusses is sort of beside the point for us...)
What would be really helpful is if, once the bindless proposal <https://hackmd.io/PCwnjLyVSqmLfTRSqH0viA?view> gets merged into the spec repo <https://github.com/gpuweb/gpuweb/tree/main/proposals>, a contributor could start adapting what WGPU has now to match the proposal. Implementation experience would be incredibly valuable feedback for the committee.
"This is the next step in the standardization process, and it comes with stronger guarantees of stability and intellectual property protection."
I understand stability, and in the general sense I see that people feel they need to protect their IP, but in this specific case what is meant by "intellectual property protection"?
[0] https://www.w3.org/policies/patent-policy/#sec-Requirements
I do research and develop ANN's for data analysis within chemistry. Making it possible for less tech literate people to visit a site, select a model, load their dataset, and get answers, is quite handy. The best part is because I can use their hardware to do it all, it all stays private, no one has to upload any sensitive research data etc. and I don't have to ship to various devices etc. I know if they have a mainstream updated browser they can likely use the tool. No endless requests for help, no mystery issues to solve, things just work.
Such permissions requests have been associated I think exclusively with input and output, not computation.
Right now I feel like the only way to write efficient WebGPU code is to deeply understand specific GPU architectures. I hope some day there's a dev tools tab that shows me I'm spending too much time sampling a texture or there's a lot of contention on my atomic add.
> Right now I feel like the only way to write efficient WebGPU code is to deeply understand specific GPU architectures. I hope some day there's a dev tools tab that shows me I'm spending too much time sampling a texture or there's a lot of contention on my atomic add.
It's kind of the nature of the beast. Something that's cheap on one GPU might be more expensive on another, or might be fine because you can hide the latency even if it's slow, or the CPU overhead negates any GPU wins, etc. The APIs that give you the data for what you're asking are also vendor-specific.
I know that the reason is a lot of technical complexity (plus little standardization between vendors), but I think the end goal should be to make GPU programming more accessible.
Developer tooling for debugging 3D Web APIs has been a continuous request since WebGL 1.0, from 2011.
Until now the only thing that ever came out of it was SpectorJS and it shows its age.
For a while Firefox did have a debugger, that they eventually removed from developer tools.
You are left with writing the application twice, so that can make use of modern native debugging tools for graphics programming.
But bth, Google doesn't seem to care about Android either. Chrome supports it on Snapdragons and that's it. Do you have Xclipse GPU? Like, I don't know, Samsung's current flagship line Galaxy S24 does? Too bad, not good enough.
Lots of people use MacOS and Windows though, so Google has incentive to support these platforms.
WebGPU demos never work for me, so I personally consider the tech dead until that gets fixed. WebGL is barely stable enough to use as well, so I guess I'll just have to keep doing GPU stuff outside of the browser.
WebGPU is going to usher in a new era of web games, the biggest benefit being compute shaders which have never before been possible inside the browser.
DISCLAIMER - Will only work on a Windows device running Chrome or a Chromium browser. Mac and iOS isn't well supported yet.
Space demo - https://play.spacelancers.com/
Forest demo - https://play-dev.simplystream.com/?token=bd4ca6db-522a-4a73-...
Once we mobile optimize, they should work well.
So basically Webgpu is just another graphics API for targeting Windows. Yay.
It loaded, but "work" is a stretch. It was a multiple second lag to react to input. Very choppy.