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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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