Oh cool, WebGPU is about to ship in Chrome (113) without any feature flags soon. developer.chrome.com/blog/webg

WebGL was getting really old by now. I do wonder whether WebGPU is a bit late too though (e.g. right now Vulkan decides that PSOs maybe are not a great idea lol)

@aras Can't see why all the excitement about ditching PSOs. It's not like everyone is writing emulators and API ports and don't actually know their stuff in advance.
And making 100500 variations of anything is just asking for stuttering. Maybe just don't?..

@dpwiz @aras Apparently (I don't use them so I'm hearing this second hand, all my projects create a very constrained number of PSOs at boot) the design of modern AAA engines is moving towards more and more dynamic control over shaders via GUIs used by technical artists, see these two links:
therealmjp.github.io/posts/sha
mastodon.gamedev.place/@gfxstr

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@AminiAllight @aras Yes, and this still looks like self-inflicted pain. I.e. making easier to do the wrong thing instead of plan ahead and do it right.

Don't get me wrong, I'm all for supporting the lowest level possible that is still safe and doesn't involve issuing "driver updates to fix glitches in the SoAndSo game by some AAA studio rushed into production due to managerial pressure".

@dpwiz @aras Oh absolutely, if it were up to me we'd hammer the rest of the toolchain into the shape of a PSO but that's probably why I don't get to make those decisions 😂

@dpwiz @AminiAllight @aras this, only job-offers related to WebGPU I saw come from "largest corporations that connected to Google". WebGPU is another corpo-only API because alone you can do nothing there, that will not cost you entire life time to deal with just WebGPU.

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