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WebGL Water

madebyevan.com

101–110 of 119 posts

Re: WebGL Water

#101
post #54
post #42

I just went through comments from all the times this has been reposted in the past 10 years, and this is (so far) the first time there aren't any complaints about not working in their browser! I'm counting just the submissions that got >10 comments. The previous time, from 2017[1], was already quite good - there was only a single complaint, and that was about someone missing a WebGL extension this needs for floating…

It's terribly slow on my Monterey OSX Safari, yet flawless on Chrome.

Might be worth checking if your Mac is in low-power mode? On my M1 Max, on low power it's a bit laggy but on normal mode it's snappy (Monterey, Safari 15.1). Safari appears to resource-limit WebGL in Low Power mode, whereas Firefox/Chrome don't

Re: WebGL Water

#102
post #88

So the cool thing about this demo was that I remember when it was first submitted many years ago and thought it a cool demo that demonstrated the viability of WebGL which I expected to take off a lot quicker than it has. But I also recently came across madebyevan.com again by accident after researching the backing of different npm projects to assess which ones had good momentum or commercial backing behind them to as…

I'm not super familiar with this area, but from my vantage point, it seems like WebGL didn't really take off because of the awkward timing. Right around the time it was being developed, the industry started working on a replacement for OpenGL. Hopefully WebGPU fares better, because I think 3D web experiences are full of untapped potential.

WebGPU is irrelevant :

- iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient

- browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.)

- the above sucks even more when you are on limited connectivity/offline

- wasm load times also suck

- browser input is terrible for 3D

A lot of these could be fixed by providing some APIs but it's not in Apple interest to give you the tools to bypass their appstore tax. And web standards take forever to develop. I lost enthusiasm about webgl back in 2016 when it was already ancient and showing no signs of fast cross browser adoption.

Re: WebGL Water

#103
post #49

Earlier quoted context omitted.

Let me be the first then: Doesn't work on my Galaxy S8 - "This demo requires the OES_texture_float extension", so I guess it's the same issue. Truth be told the phone is relatively old, but then again I haven't switched because it... still works and I assume many other owners made the same choice regarding their devices.

You may want to try temporarily disabling GPU blacklisting in chrome://flags or about: config (both Chrome and Firefox have this "feature"). There are a bunch of very specific hardware, OS version, driver version, and feature extension combinations that are disallowed in the browser. Unfortunately, this feature is very obscure, not really explained anywhere, and no complete list of blocked configurations exists anywh…

I happen to know it, because for years there was an issue with hardware acceleration in Chrome on Mali cards (something something EXT_robustness), so I just chalked it up as the same sort of fuckery.

Thanks for reminding though.

Re: WebGL Water

#105
post #70

Earlier quoted context omitted.

Is it the Mali (Exynos) or the Adreno (Snapdragon) variant? I doubt either would actually lack float texture support though. The WebGL implementation perhaps has weird requirements for when to allow this extension.

Exynos. I checked and indeed it's not listed when looking at chrome://gpu Works on Firefox though.

[deleted]

Re: WebGL Water

#106

Earlier quoted context omitted.

I'm not super familiar with this area, but from my vantage point, it seems like WebGL didn't really take off because of the awkward timing. Right around the time it was being developed, the industry started working on a replacement for OpenGL. Hopefully WebGPU fares better, because I think 3D web experiences are full of untapped potential.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

iOS supports WebGL 2.0 now.

"browser input is terrible for 3D" doesn't make sense. The web version of game streaming services like Stadia use browser input and they work fine.

Offline storage of gigabytes of assets is tough, that's a valid criticism. But that is not a deal breaker for many applications. Hopefully we'll see more movement on this.

A lot of the load time issues with web games are just bad software architecture and can be solved by the same techniques web developers use: breaking assets and code into modules loaded on demand instead of giant monolithic wasm binaries or asset packs.

Re: WebGL Water

#107

Earlier quoted context omitted.

I'm not super familiar with this area, but from my vantage point, it seems like WebGL didn't really take off because of the awkward timing. Right around the time it was being developed, the industry started working on a replacement for OpenGL. Hopefully WebGPU fares better, because I think 3D web experiences are full of untapped potential.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

Apple enabled WebGL 2.0 by default as of iOS 15.0, and Apple was the company who proposed WebGPU to the W3C (which was its own news story because Apple started the debate over shader language)

Re: WebGL Water

#108

Earlier quoted context omitted.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

Apple enabled WebGL 2.0 by default as of iOS 15.0, and Apple was the company who proposed WebGPU to the W3C (which was its own news story because Apple started the debate over shader language)

That's interesting, I had no idea they were the ones that proposed it. Everything I've read paints them as the odd one out, since they're going their own way with Metal and not Vulkan.

Re: WebGL Water

#109

Earlier quoted context omitted.

Apple enabled WebGL 2.0 by default as of iOS 15.0, and Apple was the company who proposed WebGPU to the W3C (which was its own news story because Apple started the debate over shader language)

That's interesting, I had no idea they were the ones that proposed it. Everything I've read paints them as the odd one out, since they're going their own way with Metal and not Vulkan.

What they initially proposed was essentially WebMetal. Their likely reasons for doing so were to force a change in venue to W3C instead of Khronos, and preempt any attempt at a WebGL 3 or WebVulkan, due to their ongoing legal dispute with Khronos (also the reason they deprecated OpenGL).

Re: WebGL Water

#110

Earlier quoted context omitted.

I'm not super familiar with this area, but from my vantage point, it seems like WebGL didn't really take off because of the awkward timing. Right around the time it was being developed, the industry started working on a replacement for OpenGL. Hopefully WebGPU fares better, because I think 3D web experiences are full of untapped potential.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

> - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient

Right, it supports Metal and all the WebGPU implementations right now are using Metal. Apple was in fact the driving force behind WebGPU.

I see where they are coming from, opengl (including webgl) is such a clusterfuck.

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