Earlier 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…
Just put WebGL/WebGPU behind permission and the problem is solved. I don't understand why highly paid Google and Firefox developers cannot understand such a simple idea.
Chrome ships WebGPU
181–190 of 405 posts
Re: Chrome ships WebGPU
#182The browser truly is the new OS, for better or for worse.
They couldn't secure our OSes to run untrusted code safely, so they built a OS on top of a OS (yo-dawg meme here). It wouldn't even be so terrible, if it didn't tie us down to a crappy language (JS).
Re: Chrome ships WebGPU
#183Earlier quoted context omitted.
Google has many hands in many pots. It's not that they are necessarily looking for easier ways to do fingerprinting. But they sure as hell wouldn't put up a fight to make it harder.
Then why does Chrome contain loads of features to make fingerprinting harder?
Re: Chrome ships WebGPU
#184Re: Chrome ships WebGPU
#185Earlier quoted context omitted.
> But closer inspection showed that its use was to get user's IP address for better fingerprinting. Maybe that's why it fell to the wayside: scripts are no longer allowed to get the local IP address (taking with it the most useful aspect of WebRTC, true serverless p2p without internet[1]). [1] I'm not saying that I disagree with the decision, but still sad that we can't have nice things :(
Yes instead of IP address the API now provides Apple DNS hostname. But a proper solution would be to put this unnecessary API behind a permission.
No idea how to solve this though.
Re: Chrome ships WebGPU
#186This is a comment from Aras Pranckevičius [1]: > WebGL was getting really old by now. I do wonder whether WebGPU is a bit late too though (e.g. right now Vulkan decides that PSOs maybe are not a great idea lol) > As in, WebGPU is very much a "modern graphics API design" as it was 8 years ago by now. Better late than never, but... What's "modern" now seems to be moving towards like: bindless everything (like 3rd itera…
Think about bindless as raw pointers vs handles. In bindless (pointers) you say "at this GPU memory location I have a texture with this params". In non-bindless you say "API create a texture with these params and give me a handle I will later use to access it". Bindless gives you more flexibility, but it's also harder to use since it's now your responsability to make sure those pointers point at the right stuff.
Critically however, things like vertex buffers and fragment/vertex shaders are also device state in OpenGL, and bindless textures don't fix that. A fully bindless model would allow you to simply hand the driver a bundle of handles like 'please render vertices from these two vertex buffers, using this shader, and these uniforms+textures' - whether or not you have to allocate texture handles first or can provide the GPU raw texture data is a separate question.
Re: Chrome ships WebGPU
#187Earlier quoted context omitted.
Just put WebGL/WebGPU behind permission and the problem is solved. I don't understand why highly paid Google and Firefox developers cannot understand such a simple idea.
> why highly paid Google ... developers "Completely co-incidentally", it's in Google's best interest to be able to fingerprint everyone. So, changing it to actually be privacy friendly while they have the lion's share of the market doesn't seem like it's going to happen without some major external intervention. :/
Re: Chrome ships WebGPU
#188Earlier 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…
Just put WebGL/WebGPU behind permission and the problem is solved. I don't understand why highly paid Google and Firefox developers cannot understand such a simple idea.
Re: Chrome ships WebGPU
#189If apple put it in safari - this is app store killer
And of course this will do nothing to the app store. Much like WebGL did nothing.
Re: Chrome ships WebGPU
#190Earlier quoted context omitted.
For a user to correctly answer a permissions dialog, they need to learn programming and read all the source code of the application. To say nothing of the negative effects of permission dialog fatigue. In practice, no-one who answers a web permissions dialog truly knows if they have made the correct answer. Asking the user a question they realistically can't answer correctly is not a solution. It's giving up on the p…
> In practice, no-one who answers a web permissions dialog truly knows if they have made the correct answer. Counterpoint: if webpage with latest news (for example) immediately asks me to allow notification, access to webcamera and location I definitely know what is correct answer to these dialogs.
Permission prompts are a HUGE user education issue and also a fatigue issue. Rendering is widely used on websites so if users get the prompt constantly they're going to tune it out.