3 ms·
Why would raymarching and VR be different from anything else and VR? What is the overhead of webgl you are talking about? Raymarching is heavily shader depende
by CyberDildonics 6y ago
Why would raymarching and VR be different from anything else and VR? What is the overhead of webgl you are talking about?
Raymarching is heavily shader dependent which shouldn't be bottlenecked by webgl at all.
- andybak 6y agoI thought there were some differences in how shaders were compiled. I'm no expert on this but my understanding was always that WebGl couldn't get the same raw performance as native apps - even at the shader level. Some of the slides here seem to support this: https://www.khronos.org/assets/uploads/developers/library/2015-gtc/NVIDIA-Shaders-WebGL-Meetup-GTC_Mar15.pdf https://www.khronos.org/assets/uploads/developers/library/20...
- CyberDildonics 6y agoWhat part of the slides support that? All it says is 'loss of performance on some mobile devices'.