4 ms·
As dang mentioned, this has been around for a while. Yet every time I'm impressed how my phone, laptop, etc. can render this so smoothly. I guess I'm getting ol
by rollulus 4y ago
As dang mentioned, this has been around for a while. Yet every time I'm impressed how my phone, laptop, etc. can render this so smoothly. I guess I'm getting old.
- jimmySixDOF 4y agoI just tried it in an Meta (Oculus) Quest 2 in their browser and it looks amazing I would love to see a version of this in a WebXR 360 skybox.
- moffkalast 4y agoLooking at the shader code there are 4 to 6 texture samplers in each and something like a dozen passes which is a bit on the heavy side, but ultimately it's all stuff that every GPU has been designed to do best, so not exactly surprising that it runs well. Now rendering something similar in 3D and real time, now that would be seriously impressive since you wouldn't be able to sample neighbouring pixels on the third axis efficiently I think.
- XzAeRosho 4y agoI remember when Flash was phased out and these kind of tech demos from Google started to show up to demonstrate native rendering on the browser, and while still being impressed at the time, the render quality was abysmal, even in good PCs, which kept me wondering at the time, when will be the time when the render quality would be great without investing in a beefy PC. I guess the time has come and I didn't even notice!
- pifm_guy 4y agoEven with a beefy PC, the chrome 'youre offline' Easter egg dinosaur game still drops frames. It's code is pretty much the simplest web game you can make. The bug is not in the game. Rendering should tax no machine. And yet it drops frames. To me, that says something about the readiness of the web platform.
- moffkalast 4y agoWell the web is designed to be async and not single threaded synchronous like games need to be for consistent rendering. I doubt there's any guarantee that whatever setInterval will actually run at those millisecond times specified and if not you'll drop frames of course, and requestAnimationFrame is even less reliable since it's browser specific. That's just the nature of the beast. On the other hand I've written a thing or two in webgl and haven't seen really seen what you're describing. Could be that the high and mighty Google programmers are just too pompous to notice a bug in their afterthought of a game.