So in other words, it’s just like Vulkan where the beginner tutorials have you set up your own allocators, deal with fencing, and use a swap chain just to put a single triangle on the screen? What the actual fuck? This doesn’t sound at all like “fundamentals” and makes me not want to ever use it if the very basics require all of the above. I think your average programmer, even one who does 3D graphics, is going to look at this and just be turned off.
WebGPU Fundamentals
111–120 of 211 posts
Re: WebGPU Fundamentals
#112Re: WebGPU Fundamentals
#113Question for discussion: when have we reached the point where the Browser Feature-creep is too much and we say "okay, a browser probably doesn't need this"? Because after seeing WebUSB and WebGPU I think my personal limit has been reached.
I tend to feel that way mainly towards new features that are very similar to ones that already exist. eg. WebGPU being a more advanced form of WebGL. Yes they work differently, but they generally solve the same problem. Eventually I'd like to see WebGL deprecated, and perhaps an extension released to reimplement it. Or it could be adapted to translate calls to WebGPU, rather than having a completely separate implemen…
Re: WebGPU Fundamentals
#114Earlier quoted context omitted.
I don't see a problem you don't have to use it
the more important question is whether the browser's surface area for bugs and perhaps security vulnerabilities are worth the marginal increase in features that most people might not use!
Re: WebGPU Fundamentals
#115Question for discussion: when have we reached the point where the Browser Feature-creep is too much and we say "okay, a browser probably doesn't need this"? Because after seeing WebUSB and WebGPU I think my personal limit has been reached.
Re: WebGPU Fundamentals
#116This looks heavily geared towards graphics. I’m interested in the compute capabilities of WebGPU to build an in-browser simulator (e.g. physics/quantum). Anyone know of any good resources for that? (Samples, best practices, etc.)
Re: WebGPU Fundamentals
#117> It is expected you already know JavaScript before you read this article. Concepts like mapping arrays, destructuring assignment, spreading values, async/await, es6 modules, and more will be used extensively. So in other words, it’s just like Vulkan where the beginner tutorials have you set up your own allocators, deal with fencing, and use a swap chain just to put a single triangle on the screen? What the actual fu…
I also believe that for most people who "just want a triangle on the screen" they'll be utilizing other higher level tools to do so, and those tools will then do the "dirty" work of using WebGPU. Think, Figma making it easy for people to design but behind the scenes it's incredibly complex using C++ (might be outdated on this) compiled to WebAssembly.
Same will apply here, most people who want lower level access to the GPU aren't really doing so just because of simple triangles or basic graphics work. There are already engines and frameworks for them.
Re: WebGPU Fundamentals
#118> It is expected you already know JavaScript before you read this article. Concepts like mapping arrays, destructuring assignment, spreading values, async/await, es6 modules, and more will be used extensively. So in other words, it’s just like Vulkan where the beginner tutorials have you set up your own allocators, deal with fencing, and use a swap chain just to put a single triangle on the screen? What the actual fu…
Re: WebGPU Fundamentals
#119Can this somehow be leveraged to crowd-train LLMs or maybe do something like SETI@home within the browser?
No, distributed training is one of these holy grails nobody has quite figured out yet. You can split training across multiple GPUs in the same computer, or multiple computers in close proximity connected by infiniband, but that's about as much latency as we can handle right now. We need some breakthrough to make it possible for internet-connected computers to usefully collaborate. If it did work we wouldn't be waitin…
Re: WebGPU Fundamentals
#120I have been trying to add WebGPU support to https://www.fciv.net - however the Three.js 3D engine I'm using isn't ready for WebGPU yet, and no current browsers support WebGPU yet.