Is the demo using user agent strings to determine compatibility? That's not good, and feature compatibility should be determined on a case-by-case basis by simply attempting to detect/use the specific feature. I am on Chromium, not Chrome, and use WebGPU all the time, but the demos tell me to use Chrome, which I cannot do ethically. Would love to try the demos out, this looks like a lot of hard work!
UE5 Nanite in WebGPU
21–30 of 117 posts
Re: UE5 Nanite in WebGPU
#22Re: UE5 Nanite in WebGPU
#23Is the demo using user agent strings to determine compatibility? That's not good, and feature compatibility should be determined on a case-by-case basis by simply attempting to detect/use the specific feature. I am on Chromium, not Chrome, and use WebGPU all the time, but the demos tell me to use Chrome, which I cannot do ethically. Would love to try the demos out, this looks like a lot of hard work!
Re: UE5 Nanite in WebGPU
#24There is also Bevy's Virtual Geometry that provides similar functionality and is probably much more useful since it's written in Rust and integrated with a game engine: https://jms55.github.io/posts/2024-06-09-virtual-geometry-be...
Re: UE5 Nanite in WebGPU
#25Honest question: It is calim that software rasterizer is faster than hardware one. Can someone explain me why? isn't the purpose of the GPU to accelerate rasterization itself? Unless is a recent algorithm or the "software rasterizer" is actually running on the GPU and not the CPU I don't see how
Re: UE5 Nanite in WebGPU
#26> UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis.
Re: UE5 Nanite in WebGPU
#27It says my iPhone 12 Pro Max doesn’t have WebGPU, but I enabled it in experimental features and another website[1] with WebGPU demos now works. Has anyone gotten this working on iPhone? Would be nice if the web app gave more info on what failed. [1] https://webgpu.github.io/webgpu-samples/?sample=texturedCube
I enabled WebGPU in Safari but I'm seeing a bunch of shader errors. WebGPU error [init][validation]: 6 errors generated while compiling the shader: 50:22: unresolved call target 'pack4x8snorm' 50:9: cannot bitcast from 'â¥' to 'f32' 54:10: unresolved call target 'unpack4x8snorm' 59:22: unresolved call target 'pack4x8unorm' 59:9: cannot bitcast from 'â¥' to 'f32' 63:9: unresolved call target 'unpack4x8unorm'
Re: UE5 Nanite in WebGPU
#28 WebGPU error [frame][validation]: Fill size (7398781) is not a multiple of 4
bytes.
- While encoding [CommandEncoder "main-frame-cmd-buffer"].ClearBuffer([Buffer
"rasterize-sw"], 0, 7398781).Re: UE5 Nanite in WebGPU
#29Oh, nice. Third party implementations of Nanite playback. Nanite is a very clever representation of graphics meshes. They're directed acyclic graphs rather than trees. Repetition is a link, not a copy. It's recursive; meshes can share submeshes, which in turn can share submeshes, all the way down. It's also set up for within-mesh level of detail support, so the submeshes drop out when they're small enough. So you can…
There's also this short high-level intro (2.5 min) that I thought was decent: "What is virtualized micropolygon geometry? An explainer on Nanite" (https://www.youtube.com/watch?v=-50MJf7hyOw)
Re: UE5 Nanite in WebGPU
#30Honest question: It is calim that software rasterizer is faster than hardware one. Can someone explain me why? isn't the purpose of the GPU to accelerate rasterization itself? Unless is a recent algorithm or the "software rasterizer" is actually running on the GPU and not the CPU I don't see how