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WebGPU is now available on Android

developer.chrome.com

61–70 of 75 posts

Re: WebGPU is now available on Android

#61

Earlier quoted context omitted.

Can you have an electron app without HTML elements? A pure WebGPU + Webassembly program?

YEah, but why wouldn't you want HTML CSS to render your ui. I'm going to revisit electron / nw.js for games again this year. Last time I tried 4-5 years ago I could not get smooth animation with request animation frame.

Performance.

I recommend pixijs.

But it depends what you do, smooth animations of some elements is possible with html. But in my case it got complex and html was the bottleneck. Now I have the same assets in Pixi and it runs around 100× faster. No more lags, no stuttering. No more html.

(Allmost, some static content is still HTML, but that is fine, as long as the DOM does not get modified)

Re: WebGPU is now available on Android

#62

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It should enable much more performant (and battery friendly) 3D content on the web. WebGL has a level of synchronization in the main render loop of the browser that is just not the right way to do it, and WebGPU fixes that. Additionally it is more suited to GPU based compute, which can be used to accelerate neural network inferencing, though not quite as well as dedicated NN accelerators which are fairly common these…

So there’s no real use case. Got it.

There is a very clear use case in the first sentence of their comment though?

Unless your stance is that WebGL itself had no real use case, which is just silly.

Re: WebGPU is now available on Android

#63

Earlier quoted context omitted.

So there’s no real use case. Got it.

There is a very clear use case in the first sentence of their comment though? Unless your stance is that WebGL itself had no real use case, which is just silly.

Why does a web page need GL?

Re: WebGPU is now available on Android

#64
post #38

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I'm pretty sure the numbers on web3dsurvey are skewed. AFAICT only sizes about webgl and webgpu development are surveyed. To get real numbers you need their survey script to run on popular non-techie sites right?

It does favor users who have likely have better than average graphics devices, but it still is likely relatively right - especially as the numbers get high. It is based on ~250,000 data samples in the last week.

Can you explain how you would know the data is right if you don't have actual data from a site popular with non-techies?

Like I go to a tech meetup it will generally be 95% male and mostly white and asian. If I surveyed anything there it would have very little relation to the real population. You list these sites

threekit.com webgpufundamentals.org james.darpinian.com realism-effects-obeqz.vercel.app gobattle.io. ict.moe.gov.om modelviewer.dev realism-effects-git-v2-obeqz.vercel.app dev.phaser.io redblobgames.com threejs.org axiomatic-inc.com weatherlayers.com alpha.gobattle.io. gobattle.io spookyball.com mrdoob.com streets.gl realism-effects.vercel.app phaser.io alpha.gobattle.io molstar.org demo.weatherlayers.com old.phaser.io webglfundamentals.org toji.dev jeeliz.com clicktorelease.com

Pretty much all of them are not sites any non-graphics person would visit. So how can it possibly be even close the correct? It doesn't matter that there 250k samples per week if those are nearly all programmers interested in 3D rather than the average non-techie

Re: WebGPU is now available on Android

#65
post #49

> Timestamp queries allow WebGPU applications to measure precisely (down to the nanosecond) how much time their GPU commands take to execute compute and render passes > ... > Due to timing attack concerns, timestamp queries are quantized with a resolution of 100 microseconds, which provides a good compromise between precision and security. I don't have a particular need of nanosecond granularity timestamps for WebGPU…

Meanwhile sleep() in js land is more of a suggestion when it comes to accuracy. Browser standards are strange. Of course I mean setTimeout/interval because js doesn't even expose a sleep function.

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Re: WebGPU is now available on Android

#66
post #36
post #22

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about:flags in Chromium search for "accel" Disable the blacklist for your GPU.

Doesn't stop disablement done through --origin-trial-disable-feature=WebGPU and I have yet to figure how to drop that without recompiling Chrome.

Afaik it is possible only in unstable and beta, not in stable. That's why GP mentioned Chromium, not Chrome.

Which fully supports pjmlp's point in the sibling comment.

Re: WebGPU is now available on Android

#68
post #52
post #22

Earlier quoted context omitted.

about:flags in Chromium search for "accel" Disable the blacklist for your GPU.

Which is exactly why WebGL never really took off for games like Flash did, versus native games, or now streaming. Having drivers installed is not enough as the browser lords decided the computer isn't worthy of playing games.

Flash was a buggy crap which made lots of older computers spawn cycles like crazy and had zero accesibility for the blind. It deserverd to die.

Re: WebGPU is now available on Android

#70
post #59
post #58

Earlier quoted context omitted.

such as? Do you mean the clusterfuck that is matching carefully your compiler, ID, hardware, instruction set architecture, incompatible dependency versions, installers, package managers, etc.? So far, WebGPU was the first and only time that I was able run Stable Diffusion on my own hardware. https://websd.mlc.ai/

Unity, Unreal, Ogre3D, Open3D, Godot, Stride, Defold,.... Assuming you want to use 2024 hardware features in 2024.

These are game engines. What if I want to run GPGPU code in a cross platform way?
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