This is a huge milestone. It's also part of a much larger journey. In my work on developing Vello, an advanced 2D renderer, I have come to believe WebGPU is a game changer. We're going to have reasonably modern infrastructure that runs everywhere: web, Windows, mac, Linux, ChromeOS, iOS, and Android. You're going to see textbooks(*), tutorials, benchmark suites, tons of sample code and projects to learn from. WebGPU…
Compute is hardly modern, we could have had it on WebGL already if it wasn't for Google.
Chrome ships WebGPU
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Re: Chrome ships WebGPU
#392This is very exciting! (I had suspected it would slip to 114) WebGPU implementations are still pretty immature, but certainly enough to get started with. I've been implementing a Rust + WebGPU ML runtime for the past few months and have enjoyed writing WGSL. I recently got a 250M parameter LLM running in the browser without much optimisation and it performs pretty well! ( https://twitter.com/fleetwood___/status/16384…
Re: Chrome ships WebGPU
#393Earlier quoted context omitted.
Clearly if we knew how to perfectly identify user hostile websites we'd not need permissions dialogs at all. Distinguishing between site and app, e.g. via an installation process, is equivalent to a permissions dialog, except that you're now advocating for one giant permission dialog instead of fine-grained ones, which seems like a step backwards.
Yes, if we knew how to do it perfectly, we wouldn't need them. But we can identify some known-good and known-bad cases with high confidence. My proposal mainly addresses the "fatigue" aspect: it allows apps to use some of the more powerful features without letting every web site use them, and it prevents random web sites from declaring themselves an app and spamming users with the permission request just so they can…
Curating known good would equate to some sort of app store. There are probably initiatives to make one for web apps, but it kind of makes me sad to think of applying that to the web, which is supposed to be a free and open commons (although I suppose Google already de facto controls enough of it to be considered a bit of a gatekeeper).
Making the user the arbiter of "known good", ie reliance on permissions dialogs, is not perfect but it's what we have. Yet I fail to see how your proposal of "just add ANOTHER dialog" improves the situation.
Re: Chrome ships WebGPU
#394I think Firefox aims to have this in Firefox 113, WebGPU was just enabled by default in nightly last week. https://bugzilla.mozilla.org/show_bug.cgi?id=1746245
Any firefox nightly webgpu demos?
Re: Chrome ships WebGPU
#395Chrome and Firefox have supported WebGL since 2011 and WebAssembly since 2017. What is the reason we don't have at early-2010s quality AAA game experiences running in the browser?
I think a main technical factor is that the devs and middleware authors interested in the platform have been constantly kept waiting for the next platform features just around the corner, and making big games is a long, 5-10 year process.
But then there's the business side. There's a longish history of web games and there are game genres that don't need 3D acceleration, but there still aren't many (any?) profitable web games.
Re: Chrome ships WebGPU
#396Re: Chrome ships WebGPU
#397In 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.
Re: Chrome ships WebGPU
#398This 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.
Re: Chrome ships WebGPU
#399"This initial release of WebGPU is available on ChromeOS, macOS, and Windows." Not yet available on Linux, perhaps because the Vulkan backend can't be enabled yet: https://bugs.chromium.org/p/dawn/issues/detail?id=1593
Re: Chrome ships WebGPU
#400Earlier quoted context omitted.
2 years isn’t long enough to really experience burnout. As soon as rewards slow down, it will seep in if nothing else changes.
Closer to 3.5 years now, maybe I'll do an update at 4 years. The 2.5 year initial duration (when I posted that article) was like working two full-time jobs, 100h/week, 80% writing code. Past year has been more like 85h/week, my dayjob has required more time (48h -> ~60h), now with only 30% of that being /writing code/. ~25h/week going to my gamedev passion projects, of which a good chunk has also gone to helping othe…