In case you confused this with webgl as I did: > WebGPU is a new API for the web, which exposes modern hardware capabilities and allows rendering and computation operations on a GPU, similar to Direct3D 12, Metal, and Vulkan. Unlike the WebGL family of APIs, WebGPU offers access to more advanced GPU features and provides first-class support for general computations on the GPU.
And to prevent device fingerprinting, all the operations are specified to deterministically produce the same bit-exact results on all hardware, and the feature set is fixed without any support for extensions, right? Or is this yet another information leak anti-feature that we need to disable?
Chrome ships WebGPU
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Re: Chrome ships WebGPU
#62Earlier quoted context omitted.
And to prevent device fingerprinting, all the operations are specified to deterministically produce the same bit-exact results on all hardware, and the feature set is fixed without any support for extensions, right? Or is this yet another information leak anti-feature that we need to disable?
There is no way to escape fingerprinting. Just one example: A script which runs many different types of computations. Each computation will take a certain amount of time depending on your hardware and software. So you will get a fingerprint like this: computation 1: ** computation 2: **** computation 3: ********** computation 4: ** computation 5: ************** computation 6: ************ computation 7: ********* etc…
Re: Chrome ships WebGPU
#63This is HUGE news. Webgpu solves the incentives problem where all actors tries to lock you in to their graphics/compute ecosystem by abstracting over them. It's already the best way to code cross-platform graphics outside the browser. This release in Chrome ought to bring lots more developer mindshare to it, which is an awesome thing.
> This is HUGE news. Webgpu solves the incentives problem where all actors tries to lock you in to their graphics/compute ecosystem by abstracting over them. Instead we have a third graphics standard (after canvas and WebGL) fully incompatible with the previous two that does exactly that: abstracts the OS graphics stack in a new layer
Re: Chrome ships WebGPU
#64And just 2 weeks ago I launched this WebGPU features and limits tracking website: https://web3dsurvey.com It is modelled after the long defunct webglstats website.
Re: Chrome ships WebGPU
#65Earlier quoted context omitted.
There is no way to escape fingerprinting. Just one example: A script which runs many different types of computations. Each computation will take a certain amount of time depending on your hardware and software. So you will get a fingerprint like this: computation 1: ** computation 2: **** computation 3: ********** computation 4: ** computation 5: ************** computation 6: ************ computation 7: ********* etc…
It's possible to have the runtime execute the computations in fixed time across platforms.
Re: Chrome ships WebGPU
#66Is it practical to run machine learning algorithms in parallel with this? I could imagine people loading a webpage to take part in a massive open source training exercise by donating their Gpu time.
Re: Chrome ships WebGPU
#67Chrome _will_ ship WebGPU in the next update... Current is 112, WebGPU is 113. Seriously google, can't you just wait until you actually ship the stuff before you say you shipped it...
They count the beta channel as the release channel so if it is in beta channel it is released from here if no bugs are found would be pushed to stable.
Re: Chrome ships WebGPU
#68Re: Chrome ships WebGPU
#69I lost all hope for WebGPU after they decided to roll their own ad-hoc shader language that kinda looks like, but is totally not rust. At least with WebGL you had C. Without SPIR-V support this spec is just another tire on the fire that is the modern web.
Re: Chrome ships WebGPU
#70This is HUGE news. Webgpu solves the incentives problem where all actors tries to lock you in to their graphics/compute ecosystem by abstracting over them. It's already the best way to code cross-platform graphics outside the browser. This release in Chrome ought to bring lots more developer mindshare to it, which is an awesome thing.
WebGPU outside of the browser not only suffers the pain of being yet another incompatible shading language, it is also offers the additional possibility of having code incompatible with browsers WebGPU support, due to the use of extensions not available on the browsers.