Comment by pjmlp
8 months ago
Within the constrains of the browser sandbox and 10 year old hardware, which is when its design started.
8 months ago
Within the constrains of the browser sandbox and 10 year old hardware, which is when its design started.
I think it's more about low-end mobile GPUs which WebGPU needs to support too (which is also the main reason why Vulkan is such a mess). The feature gap between the low- and high-end is bigger than ever before and will most likely continue to grow.
I am yet to see anyone deliver in WebGL something at the level of Infinity Blade that Apple used to demo OpenGL ES 3.0 capabilities of their 2011 iPhone model, a mobile phone GPU from almost 15 years ago.
Unless we are talking about cool shadertoy examples.
That's more a business problem than a technical problem. Web games are in a local maximum of minimal production cost (via 2D assets) versus maximized profits (via free-2-play), and as long as this works well there won't be an Infinity Blade because it's too expensive to produce.
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Tiny Glade? https://store.steampowered.com/app/2198150/Tiny_Glade/
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Try this Unreal Engine 5 WebGPU demo: https://play.spacelancers.com/
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