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>It will be months, not years, before it is enabled by default. So in a few months we'll have feature parity with 2012 mobile HW ? I have quit 3D development
by moonchrome 5y ago
>It will be months, not years, before it is enabled by default.
So in a few months we'll have feature parity with 2012 mobile HW ?
I have quit 3D development around 2015 but I remember trying to use MRT on webgl to do some basic deferred shading and you could run on FF and Chrome desktop only. It's infuriating that 7 years later it's still the case. I used this technique when I was learning 3D programming in 2007. Calling this cutting edge is just...
- TazeTSchnitzel 5y agoIt is definitely a real tragedy WebGL 2 didn't ship sooner, for sure. I want to underscore though that at least when it does ship, it will actually work on almost all devices out there, rather than being limited to desktops and high-end mobile devices. (And yeah MRT is not remotely cutting-edge. It might have been a decade ago on mobile, but mobile GPUs have caught up a lot in that time.)
- astlouis44 5y agoAgreed, iOS 15 is finally going to make hundreds of millions of iPhones to be able to access 3D experiences on the web at good performance. Shameless plug, but our startup is building better support for Unreal developers to target WebGL2, and we're working towards WebGPU support. We're offering an end-to-end ecosystem that includes our SDK for optimizing games/3D apps, which includes compression, an asset streamer tool, and networking libraries for the web. This goes hand in hand with our hosting platform where developers can deploy their projects to without having to go through walled gardens. The best part is no 30% fees! We're going to have some demos here pretty soon as we approach general availability of the platform. If you or any other devs reading this are interested, you can join our Discord community here: https://discord.gg/zUSZ3T8 https://discord.gg/zUSZ3T8