3 ms·
At some point, it comes down to the amount of momentum behind the API. In case of WebGPU, we have strong support from Intel and Apple, which are hardware vendor
by kvark 6y ago
At some point, it comes down to the amount of momentum behind the API. In case of WebGPU, we have strong support from Intel and Apple, which are hardware vendors, as well as Google, who can influence mobile hardware vendors. We are making the specification and have resources to appropriately test it and develop the necessary workarounds. It's the quantity to quality transition that sometimes just needs to cross a certain threshold in order to succeed.
- FpUser 6y ago"It's the quantity to quality transition that sometimes just needs to cross a certain threshold in order to succeed." So until that happens it is still: Use XXX API and deal with bugs, incompatibilities, etc. etc. We are back to square one. I would really love it if we have some decent multiplatform high performance graphics API (with single shader language). I would also love said API to not require one possess PhD. However looking back the last 20 years does not inspire much optimism. Wish you luck anyways