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Meta releases Intermediate Graphics Library

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Re: Meta releases Intermediate Graphics Library

#71
post #66

I understand why WebGPU defined a new API since it's primarily intended for web browsers, however, in this case why create a new API? Why not implement the OpenGL API? Essentially this could have been an OpenGL wrapper over the lower-level API's, e.g. over Vulkan, Metal, and Direct3D 12. OpenGL has the advantage of being an open standard. Did Meta need custom behavior? If so, OpenGL already has a well-defined extensi…

[deleted]

Re: Meta releases Intermediate Graphics Library

#73

Earlier quoted context omitted.

Pre-rendered their were. Vaguely reminds me of Myst or FF7 quality.

Pre-rendered? Sure. In-game? No. I think the art direction is half of the problem here. You can place lighting much better and the textures are lacking.

there is no "art direction" by Meta or the people working on this project; this is a reference scene for PBR pipelines.

https://developer.nvidia.com/orca/amazon-lumberyard-bistro

Re: Meta releases Intermediate Graphics Library

#74
post #36

For an intermediate library, it doesn't actually seem to be very much backend-independent. At least the desktop sample [1] has a disappointing amount of code paths with parallel implementations for OpenGL and Vulkan, switched at compile time using "#if USE_OPENGL_BACKEND". I guess this means that this sample will use OpenGL rather than Metal on macOS? They claim there's a Metal backend, but how would one enable that…

This looks like what happens when the "All abstractions are leaky" crowd go too far. It's an absence of abstraction to the point that the intermediary layer is not helpful enough, and will simply end up hidden behind another layer of obfuscatory gunk. Graphics people need to face the fact that writing optimised cross platform renderers is not something that can be solved by divide/conquer into layers in this bottom u…

I have been researching, and it is my current understanding that this is the approach that WebGPU takes, specifically wgpu.

Is that right? I have been thinking that wgpu is the best choice available for intermediate cross platform graphics one level below something like Skia and one level above Vulkan, OpenGL, DirectX, and Metal.

Re: Meta releases Intermediate Graphics Library

#75
post #66

I understand why WebGPU defined a new API since it's primarily intended for web browsers, however, in this case why create a new API? Why not implement the OpenGL API? Essentially this could have been an OpenGL wrapper over the lower-level API's, e.g. over Vulkan, Metal, and Direct3D 12. OpenGL has the advantage of being an open standard. Did Meta need custom behavior? If so, OpenGL already has a well-defined extensi…

I think for the same reason WebGPU did-there are tons of cruft in the opengl API and it doesn't really represent how the hardware works anymore.

Re: Meta releases Intermediate Graphics Library

#78

Darn, I opened the link and saw it was using Python. Sadly that seems to just be for the install process, for whatever reason. Does anyone have any recommendations for an intermediate graphics library that uses Python and supports compiling your code to a WebGL target? I'm interested in exploring SDF functions in a parametric CAD context, but coming from a Mechanical Engineering background. Not having to learn a new…

Python has wgpu wrappers. Why do you want to use Python though for such a heavy graphics program?

Re: Meta releases Intermediate Graphics Library

#79
post #66

I understand why WebGPU defined a new API since it's primarily intended for web browsers, however, in this case why create a new API? Why not implement the OpenGL API? Essentially this could have been an OpenGL wrapper over the lower-level API's, e.g. over Vulkan, Metal, and Direct3D 12. OpenGL has the advantage of being an open standard. Did Meta need custom behavior? If so, OpenGL already has a well-defined extensi…

OpenGL is not the most straightforward, not the most compact, not the most ergonomic, not the most modern API. It's one of the most widespread though.

Meta produced this library not for the benefit of general public. They produced it to make their own development easier and faster, and internally they are unlikely to benefit from OpenGL's ubiquity or backwards compatibility. Then they released the library for the benefit of general public. This is very nice, thanks! But we are not the main target audience.

Re: Meta releases Intermediate Graphics Library

#80
post #3

Not trying to shit on anyone, but that screenshot reminds me of 1990s/early 2000's games. I'm sure there has been a ton of work that went into it, but having some better textures or highlighting the usability would go a long way. Just based on the screenshot, I am not sure that I would even bother to dig too deeply into the library.

Now look at real 1990s/early 2000’s screenshots. You memory is deceiving you. This screenshot is far from current AAA games, but there is no way to render such a scene in a game made for 2000 hardware.

Half Life 2: Lost coast from 2005 might be a fair comparison for this droll hypothetical

https://youtu.be/j-Iykz0gb7Q (video uploaded 2006)

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