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WGPU, like Vulkan 1.0, requires setting up RenderPasses up front, which is verbose and laborious. That is no longer needed in Vulkan 1.2 or newer, making it co
by exDM69 2y ago
WGPU, like Vulkan 1.0, requires setting up RenderPasses up front, which is verbose and laborious.
That is no longer needed in Vulkan 1.2 or newer, making it considerably simpler.
That eliminates some of its advantage over Vulkan in terms of simplicity.
It also lacks latest graphics features like mesh shaders and ray tracing.
- ginko 2y agoVulkan 1.0 expects you to configure render passes ahead of time because that’s the best way to get optimal performance on all hw. This especially matters for tiling architectures on mobile. It’s supposed to be a low-level API after all. The engine devs wanted no hand-holding and that’s what they got. Now they find that’s too hard for them after all so dynamic rendering it is..
- exDM69 2y agoRenderPasses can give some perf gain on mobile tiler hardware, but they don't really help on desktop hardware. A lot of content is ported from other APIs, and retrofitting render passes to an existing engine is not easy. I'm hoping that accessing tile memory from compute shaders (like Metal's tile shaders) comes to Vulkan soon. That, together with the new pipeline barriers, will give all the benefits of render passes on mobile, but gets rid of the verbose up front setup of RenderPass.