4 ms·
If you are 100% careful, you can get equal performance with a good WebGL implementation, like ANGLE, and good user code. But this is very difficult, and require
by Jasper_ 7y ago
If you are 100% careful, you can get equal performance with a good WebGL implementation, like ANGLE, and good user code. But this is very difficult, and requires very careful programming.
I built a WebGPU-like layer [0] for my 3D web application https://noclip.website https://noclip.website , so I get some of the performance benefits today, under ANGLE, but WebGPU has these best-practices baked in, so everyone will see an increase.
[0] https://github.com/magcius/noclip.website/blob/master/src/gfx/platform/GfxPlatformWebGL2.ts https://github.com/magcius/noclip.website/blob/master/src/gf...
- flohofwoe 7y agoYes, WebGL requires some of the same tricks needed in the D3D9 era (batching and avoiding redundant state changes). I'm quite confident that WebGPU will still provide a nice performance boost compared to carefully written WebGL, because the API is a better match to the underlying native APIs (D3D12, Vulkan and Metal), while ANGLE is basically a GLES2/3 "emulator" on top of D3D, and D3D11 is quite different from the GL programming model.
- mattmar96 7y agoUnbelievable performance. Bravo. You don't happen to be using WASM, do you?
- Jasper_ 7y agoI use a limited version of WASM for decompression and texture decoding. Everything else is just being very careful to not create any objects in the hot path.
- KenanSulayman 7y agoThis is incredible.. I spent over an hour going through all the rooms of Banjo-Kazooie; I always loved that game. The performance is great! Great job you did there..