What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
WebGPU-Based WiFi Simulator
51–60 of 95 posts
Re: WebGPU-Based WiFi Simulator
#52What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
Barely any Firefox support either.
Looks like I'll skip this one.
Re: WebGPU-Based WiFi Simulator
#53What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
Re: WebGPU-Based WiFi Simulator
#54Re: WebGPU-Based WiFi Simulator
#55What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
Re: WebGPU-Based WiFi Simulator
#56Earlier quoted context omitted.
Even Chrome only supports it officially on Windows, macOS and Android, no GNU/Linux (as stable). And when it becomes widespread, just like WebGL 2.0, it will be a decade behind of what native APIs are capable of. And in both cases, good luck debugging, other than replicating the content on native APIs, as means to use proper GPU debuggers, because even Chrome has yet to offer any developer tooling for GPU debugging.
Runs great on my ChromeBook.
Re: WebGPU-Based WiFi Simulator
#57Earlier quoted context omitted.
Good question! This is actually a numerical solver for a few coupled partial differential equations - the method in this context (electromagnetism) is called FDTD. It's implemented as a WebGPU compute shader. You absolutely could do this using WebGL2 compute shaders too, but I thought it would be fun to try this newer API.
I don't understand what other type of solution is there to render on a gpu other than a numeric one? Here is a very basic shader for what you want: float freq1 = 2.0; float freq2 = 3.0; float amp = 0.5; pos.z += sin(pos.x * freq1 + uTime) * amp; pos.z += cos(pos.y * freq2 + uTime) * amp; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
Re: WebGPU-Based WiFi Simulator
#58What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
Re: WebGPU-Based WiFi Simulator
#59Re: WebGPU-Based WiFi Simulator
#60What are the system requirements to run this? Fairly 'standard' Linux system running Chrome here. "Sorry, there was an error starting the simulation Sorry, WebGPU is not supported on our device WiFi Solver may not be compatible with your device."
hasn't webgpu standard been out for a while now? how come only chromium supports it?
Also, it's still in draft status. Not that that means much.