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Meta releases Intermediate Graphics Library

khronos.org

141–150 of 221 posts

Re: Meta releases Intermediate Graphics Library

#141
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…

Same impression here. The triangle example isn't better than a raw Vulkan one. Then I thought maybe it'd have more value in larger applications, but the Bistro demo is just the same kind of leaky abstraction code all over the place. The GUI is also just ImGUI. I don't know what value this library provides.

Re: Meta releases Intermediate Graphics Library

#142
post #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?

Purely because I already know it well enough to be semi-dangerous. My day job is designing physical goods, I don't have the time to learn anything new just to satisfy my curiosity with signed distance fields.

Re: Meta releases Intermediate Graphics Library

#143
post #131

Earlier 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

Asset delivery is one of the key aspects, no doubt. Keep in mind that today, browsers support up to 4GB at the moment - but that is a limitation that won't be an issue eventually, and when it's lifted it will allow whatever local storage the user's client hardware has to be leveraged. This would enable AA and AAA desktop/console games on the web.

Re: Meta releases Intermediate Graphics Library

#144

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

Taking your comment too seriously... Webgl is the more ubiquitous target, so I'd still prefer that when it's sufficient.

Re: Meta releases Intermediate Graphics Library

#145

Earlier 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.

For those reading who may not remember or have played the original FF7, here are links to pre-rendered backgrounds in FF7:

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

#146
post #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 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.

Re: Meta releases Intermediate Graphics Library

#147

That 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…

If I take a picture of a Mickey Mouse(TM) figurine - I own the copyright to the photo. Disney will retain copyright to their model, but that doesn't mean they own the result of my work, even if its derivative.

Re: Meta releases Intermediate Graphics Library

#148
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.

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.

Lmao, people are absolutely oblivious to the effects of lighting and it shows.

Go watch nvidia’s demo of their lighting and scene modification/remastering tool.

Re: Meta releases Intermediate Graphics Library

#149
post #79

Earlier 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.

Facebook have released a bunch of good-quality open-source libraries and tools. Not just zstd, rocksdb, folly, flow, hhvm and other niche things, but also PyTorch and React, staples of two industries.

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

#150

Earlier 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.

I can slap together a few high-res textures in SDL_Renderer, and maybe hack in some pretty shaders. Doesn't mean it's a good API.
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