Comment by flohofwoe
8 months ago
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.
Yeah, but then what do we want this technology for, besides visualisations and shadertoy demos?
Streaming solves the business case, with native APIs using server side rendering.
2 replies →
Tiny Glade? https://store.steampowered.com/app/2198150/Tiny_Glade/
Where is the URL for the game on the browser?
Tiny Glade is Vulkan, not WebGPU. Not sure which library though
Try this Unreal Engine 5 WebGPU demo: https://play.spacelancers.com/
Demo, not game.
Shadertoy is full of impressive demos.