4 ms·
The age of WebGPU is almost upon us. Chrome 94 comes out this quarter. I doubt React will be the major player in this next epoch. It will be something new that
by arcanon 5y ago
The age of WebGPU is almost upon us. Chrome 94 comes out this quarter. I doubt React will be the major player in this next epoch. It will be something new that can pull off an instant load shared world game.
- Jasper_ 5y agoIn my experience ths issue with this has always been asset download speeds, not web frameworks. The lack of a storage solution means we can't ship game quality assets and have things be instant load.. I run a large WebGL application and the Chrome network cache is still my biggest issue ( e.g. this unsolved bug despite me having an 100% repro https://bugs.chromium.org/p/chromium/issues/detail?id=770694 https://bugs.chromium.org/p/chromium/issues/detail?id=770694 )
- rock_hard 5y agoAgree that the framework issnt the bottleneck here but asset loading is! We have been investing in building ourselves a asset pipeline backend and it’s been a dramatic improvement. Simply scripting Blender and other tools on a EC2 instance to optimize assets and then deliver them via cloudfront. Works really well
- runawaybottle 5y agoI think we are not verbalizing the elephant in the room. I know game developers have their ship tight and will use the gpu to it’s fullest (the proof is in the pudding). The thing I’ve been trying say all along is, I want applications using the same renderer at a primitive level.
- dakom 5y agoYes, I agree... case in point - Unity's Wasm/Webgl exporter works really well for the most part, especially if you test and develop specifically for that target - but we don't see it taking off the way Flash did because nobody wants to wait 10 mins for their page to load.
- mlsarecmg 5y agoThreejs already has a webgpu renderer.
- arcanon 5y agoAnd a gltf2/glb loader! Web frameworks will become game engines now.