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Meta releases Intermediate Graphics Library

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Re: Meta releases Intermediate Graphics Library

#111
post #73

Earlier quoted context omitted.

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

You are right, the lighting makes the original scene look worse.

Re: Meta releases Intermediate Graphics Library

#112
post #109

Earlier quoted context omitted.

Tangent you got me thinking about: HTML clicked for me one day when I mentally decoupled the hypertext from the actual browser rendering. So many of us think HTML and imagine the point is to render a webpage. But HTML describes the semantics, topology, and content of a document. It’s 100% valid to “render” HTML in some other format like a PDF or an mp3.

I'm hoping we see a move to allow the rendering of the webpage to be entirely up to the users. Just provide the data, and let me decide how I want to interact with it. But that would ruin SEO and Ads, so we're gonna get in a buncha legal battles about web scrapers instead.

“Reader Mode” is a successful example. I’m actually shocked it exists because of how it impedes the things you mention.

Re: Meta releases Intermediate Graphics Library

#113
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…

I disagree. Most of what's platform specific is stuff like shaders, and host window stuff. I definitely do NOT want a graphics layer owning that - I may want to control the type of os window (say, for an audio plugin). I already know gl shaders, and metal is really similar, a new 'common denominator' shading language would just be another language - with less docs, stackoverflow posts, etc.

And on the other hand, you get abstractions for the stuff that really is similar, like command buffers, camera control etc.

I think the API is well designed, and nails flexibility together with performance, at the cost of requiring to have, at least, expert knowledge in one library. After that I would get chatgpt to convert my shaders to metal, Vulkan, etc.

Re: Meta releases Intermediate Graphics Library

#114
post #109

Earlier quoted context omitted.

Tangent you got me thinking about: HTML clicked for me one day when I mentally decoupled the hypertext from the actual browser rendering. So many of us think HTML and imagine the point is to render a webpage. But HTML describes the semantics, topology, and content of a document. It’s 100% valid to “render” HTML in some other format like a PDF or an mp3.

I'm hoping we see a move to allow the rendering of the webpage to be entirely up to the users. Just provide the data, and let me decide how I want to interact with it. But that would ruin SEO and Ads, so we're gonna get in a buncha legal battles about web scrapers instead.

By then AI will have disrupted the ad-revenue model so fingers crossed we get the clean data!

Re: Meta releases Intermediate Graphics Library

#116

385 lines for a triangle: https://github.com/facebook/igl/blob/main/samples/desktop/Ti... When you are trying to sell a wrapper you want your hello world example as small as possible not as comprehensive as possible.

... for metal, gl, and Vulkan.

Sorry but this is simply par for the course for any of the above.

You can certainly wrap a lot of that stuff, but you need to make assumptions, and the person that uses likely is writing demanding app, and they want full control over literally everything - but they also would like to cut time to port to Linux by half (say).

Re: Meta releases Intermediate Graphics Library

#117
post #104

Earlier quoted context omitted.

I like HTML. Wait, what are we talking about?

Tangent you got me thinking about: HTML clicked for me one day when I mentally decoupled the hypertext from the actual browser rendering. So many of us think HTML and imagine the point is to render a webpage. But HTML describes the semantics, topology, and content of a document. It’s 100% valid to “render” HTML in some other format like a PDF or an mp3.

Is it kind of a compromise then to "tag" HTML with classes for CSS?

CSS doing the "rendering," like laying out mobile-responsive versus desktop.

I wonder how we would separate out explicit class names from HTML, unless the tags themselves are . (Micro frontends & web components?)

Then it sort of works out nicely, I think.

Re: Meta releases Intermediate Graphics Library

#118

Earlier quoted context omitted.

Tangent you got me thinking about: HTML clicked for me one day when I mentally decoupled the hypertext from the actual browser rendering. So many of us think HTML and imagine the point is to render a webpage. But HTML describes the semantics, topology, and content of a document. It’s 100% valid to “render” HTML in some other format like a PDF or an mp3.

Is it kind of a compromise then to "tag" HTML with classes for CSS? CSS doing the "rendering," like laying out mobile-responsive versus desktop. I wonder how we would separate out explicit class names from HTML, unless the tags themselves are . (Micro frontends & web components?) Then it sort of works out nicely, I think.

HTML is the semantics, CSS is the styling, but you need both. Which is why browsers come with default CSS (which you can unset) for everything. You get the element tag to say "what it is", and you get the CSS classes to say "what visual rules to apply".

Re: Meta releases Intermediate Graphics Library

#120

They claim to support WebGL as a compile target, it seems like a pretty big missed opportunity that all of their demos don't link to in-browser WebGL running examples!

To be fair, we don't want WebGL anymore, we want WebGPU now =P

Any game/3D developers here be interested in WebGPU/WebAssembly support for Unreal Engine 5? Along with an asynchronous asset loading system, for dynamic fetching of assets at runtime.
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