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Feasibility of low-level GPU access on the Web

kvark.github.io

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Re: Feasibility of low-level GPU access on the Web

#131
post #11
post #7

It has same downside as WASM. Running precompiled bytecode is a bad for security as it always been. It was no more than a year when a remotely exploitable WASM hole was exposed (derivatives of Spectre and co.) Knowledgeable people told that ISA level hole that can be exploited remotely over the web will be "a one minute global IT disaster" if somebody would resort to propagating it through a big adnet or paid traffic…

Weren't Meltdown/Spectre exploitable via Javascript?

Actually, the POC required both sharedbuffer object and ASM js (actually an even worse thing than a bytecode)

Re: Feasibility of low-level GPU access on the Web

#132
post #34

Earlier quoted context omitted.

Eh, not for WebGL it won't. Nobody even implements DX other than high-powered desktop GPUs. Will it live on? Sure, we will still have games and Xboxes. But if you're going to pick a standard that can work on mobile and desktop, there is no contender other than Vulkan.

WebGL can cover 87.3% of game revenue.

AAA titles won't favour WebGL until the platform can compete with native, hand-tuned C++.

Re: Feasibility of low-level GPU access on the Web

#133
post #34

Earlier quoted context omitted.

WebGL can cover 87.3% of game revenue.

AAA titles won't favour WebGL until the platform can compete with native, hand-tuned C++.

AAA will eventually be a sliver of total gaming revenue.
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