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…
Meta releases Intermediate Graphics Library
141–150 of 221 posts
Re: Meta releases Intermediate Graphics Library
#142Darn, 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
#143Earlier quoted context omitted.
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.
The asset stuff is the bottleneck here isnt it? We need browsers that support cacheing assets that are gigs in size
Re: Meta releases Intermediate Graphics Library
#144They 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
Re: Meta releases Intermediate Graphics Library
#145Earlier quoted context omitted.
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.
Pre-rendered their were. Vaguely reminds me of Myst or FF7 quality.
https://www.jmeiners.com/pre-rendered-backgrounds/img/ff7.jp...
and the image in the article about Meta's library:
https://www.khronos.org/assets/uploads/blogs/2023-july-blog-...
Re: Meta releases Intermediate Graphics Library
#146I 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 ben…
Re: Meta releases Intermediate Graphics Library
#147That scene that says "Copyright ©Meta" is actually a CC-BY scene from Amazon Lumberyard.[1] I'm not sure rendering it entitles you to slap your own copyright notice on it while disrespecting the CC-BY. Further, the interface shown is just plain ImGui. That'd be as if I made an image viewer using off-the-shelf parts, displayed some other artist's work in it, then pretended I own the copyright to what my software now d…
Re: Meta releases Intermediate Graphics Library
#148Not 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.
It's not texture, it's the lighting, it makes it feel very flat, especially when contrasting with RTX'd stuff which we all have in memory to some degree.
Go watch nvidia’s demo of their lighting and scene modification/remastering tool.
Re: Meta releases Intermediate Graphics Library
#149Earlier quoted context omitted.
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 ben…
I know next to zero about rendering capabilities. But when I saw Meta | Release | Graphics Library. Given Facebook's history with data collection and the proprietary nature of their VR headset. I doubt they have any interest in open standards.
Since they are honestly open source, they have been inspected a lot, and, if they included any data siphoning, that would be long known, and long since deleted.
I don't share your skepticism.
Re: Meta releases Intermediate Graphics Library
#150Earlier quoted context omitted.
Whether you like the textures has nothing to do with whether the graphics library is any good.
Sure but it has everything to do with whether I can easily tell that it's good.