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Recreating macOS’s Drift Screensaver with Rust and WASM

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Re: Recreating macOS’s Drift Screensaver with Rust and WASM

#41

It's taxing on CPU and GPU: normal | running screensaver in browser CPU: 5% | 15% GPU: 10% | 45%

What’s your GPU? My phone can handle the demo without freaking out so I find it hard to understand why a PC would take half its available GPU compute to do the same.

What’s your phone? Phones are crazy powerful these days.

Re: Recreating macOS’s Drift Screensaver with Rust and WASM

#42
post #4

Earlier quoted context omitted.

Hit "C" to bring up the control panel which, btw, is written in Elm!

Ah, the tell-tale signs of re-implementing inputs from scratch! It's not so much "hit C" as "Hit the key with code KeyC"... which means press "j" if you're using Dvorak, and something else if you're using Azerty, Colemak, or some other layout.

As a qwertz user I can relate. "Press ~ to open console" in games has always been a fun one. Sometimes it's '0', sometimes it's 'ö' but sometimes none of the above.

Re: Recreating macOS’s Drift Screensaver with Rust and WASM

#43

Earlier quoted context omitted.

> I'd be curious to profile the official program and see what's hogging the GPU so much... It's a fluid simulation. Compute shaders, compute shaders, compute shaders.

Right, but a lot of those shaders will run fine on the CPU as opposed to the GPU. Especially with the current lineup of supported Intel Macs, there's pretty much no supported machines that don't have comprehensive vector computation pipelines on the CPU-side of things. IMO the best balance would be maxing out the AVX pipeline but keeping the CPU at base clock, and then leave the rendering/framebuffer manipulation to…

GPUs are multiple orders of magnitude faster than a CPU's max theoretical throughput. If a GPU is slowing down the solution is a faster GPU, the CPU won't be able to help out much at the same stuff.

Re: Recreating macOS’s Drift Screensaver with Rust and WASM

#44

Earlier quoted context omitted.

Right, but a lot of those shaders will run fine on the CPU as opposed to the GPU. Especially with the current lineup of supported Intel Macs, there's pretty much no supported machines that don't have comprehensive vector computation pipelines on the CPU-side of things. IMO the best balance would be maxing out the AVX pipeline but keeping the CPU at base clock, and then leave the rendering/framebuffer manipulation to…

GPUs are multiple orders of magnitude faster than a CPU's max theoretical throughput. If a GPU is slowing down the solution is a faster GPU, the CPU won't be able to help out much at the same stuff.

But if the problem is power usage couldn't running slower on the less powerful chip be better?

Re: Recreating macOS’s Drift Screensaver with Rust and WASM

#45

Earlier quoted context omitted.

GPUs are multiple orders of magnitude faster than a CPU's max theoretical throughput. If a GPU is slowing down the solution is a faster GPU, the CPU won't be able to help out much at the same stuff.

But if the problem is power usage couldn't running slower on the less powerful chip be better?

You think running on a CPU would save power? CPUs are the least power efficient because they are the most general. You should put some numbers on 'running slower' and 'less powerful'. GPUs for the same power are going to have about 20 times more single precision floating point operations.
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