Comment by pjmlp
8 months ago
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.
At least it breaks up a chicken-egg problem, and the most interesting use cases are the ones that nobody was expecting anyway.
> Streaming solves the business case, with native APIs using server side rendering.
And yet history is littered with the dead husks of game streaming services ;)
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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.