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m-schuetz
searching PlanetScale…
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121.
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m-schuetz
10mo ago
On the contrary, I would say this is the main thing Vulkan got wrong and the main reason whe the API is so bad. Desktop and mobile are way too different for a uniform rendering API. They should be two different flavours with a common denomi
122.
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m-schuetz
10mo ago
Ironically, WebGPU was way more powerful about 5 years ago before WGSL was made mandatory. Back then you could just use any Spirv with all sorts of extensions, including stuff like 64bit types and atomics. Then wgsl came and crippled WebGPU
123.
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m-schuetz
10mo ago
> WebGPU doesn't talk to the GPU directly. It requires Vulkan/D3D/Metal underneath to actually implement itself. So does WebGL and it's doing perfectly fine without pipelines. They were never necessary. Since WebGL ca
124.
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m-schuetz
10mo ago
Problem is that NVIDIA literally makes the only sane graphics/compute APIs. And part of it is to make the API accessible, not needlessly overengineered. Either the other vendors start to step up their game, or they'll continue to
125.
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m-schuetz
10mo ago
Not using static pipelines does not imply having to use a global state machine like OpenGL. You could also make an API that uses a struct for rasterizer configs and pass it as an argument to a multi draw call. I would have actually preferre
126.
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m-schuetz
10mo ago
No longer an issue with dynamic rendering and shader objects. And never was an issue with OpenGL. Static pipelines are an artificial problem that Vulkan imposed for no good reason, and which they reverted in recent years.
127.
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m-schuetz
10mo ago
At some point, we need to let legacy hardware go. Also, WebGL did just fine without pipelines, despite being mapped to Vulkan and DirectX code under the hood. Meaning WebGPU could have also worked without pipelines just fine as well. The ba
128.
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m-schuetz
10mo ago
Man, how I wish WebGPU didn't go all-in on legacy Vulkan API model, and instead find a leaner approach to do the same thing. Even Vulkan stopped doing pointless boilerplate like bindings and pipelines. Ditching vertex attrib bindings a
129.
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m-schuetz
10mo ago
Probably mostly about quality of life. Legacy graphics APIs like Vulkan have abysmal developer UX for no good reason.
130.
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m-schuetz
10mo ago
Valve seems to be substantially responsible for the mess that is Vulkan. They were one of its pioneers from what I heard when chatting with Vulkan people.
131.
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m-schuetz
11mo ago
That's a purist stance that's never going to work out in praxtice. Authors will always want to adjust the presentation of content, and html might be even better suited for that than Latex, which as bad at both.
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m-schuetz
11mo ago
Terms and conditions can't just force anything on the buyer. like, you can't enslave people and point at the terms and conditions. It should also be outlawed to enshittify products with terms and conditions.
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m-schuetz
11mo ago
The majority of space is usually ads and I doubt websites want to reduce that.
134.
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m-schuetz
11mo ago
*even more questionable
135.
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m-schuetz
11mo ago
Yeah, but now it's questionable whether the insane investments will ever pay off.
136.
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m-schuetz
11mo ago
I'm using mine to develop 3D apps, which became way to cumbersome and eventually impossible since Firefox dragged its feet on inplementing important stuff.
137.
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m-schuetz
11mo ago
Nah, google paved the way forward with vital developments like WebGPU und import maps. I stopped using and supporting Firefox because they refused to improve the internet.
138.
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m-schuetz
11mo ago
Exactly the reason why I haven't switched from OpenGL to Vulkan. Vulkan is just ridiculously overengineered. Cuda shows that allocation of GPU memory and copy from host to device can be one-liners, yet in Vulkan it's an incredible
139.
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m-schuetz
11mo ago
Decentralization sounds nice in theory but seems to be detrimental to this type of social media, though. I briefly tried mastodon, and it wasn't easily possible to explore content spread across various hosts, which made it uninteresrin
140.
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m-schuetz
11mo ago
The domain-block feature makes it worth it for me. Finally no longer having medium or userbenchmark pollute my search results.
141.
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m-schuetz
1y ago
I've canceled Amazon Prime precisely due to this issue. All I wanted was to browse the videos that are included in the subscription, but instead I'm bombarded with videos that I need to pay extra for. Which made me recognzize that
142.
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m-schuetz
1y ago
I'm sorry you feel that way.
143.
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m-schuetz
1y ago
Swing has no place in a sentence about good usability. It may be the best of the worst, but it's not a positive example. Things like html or Imgui are better to use, with the former also being much more powerful and the latter being as
144.
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m-schuetz
1y ago
I'd argue that the insane complexity of fast apps/APIs pushes many devs towards super slow but easy apps/APIs. There needs to be a middle ground, something that's easy to use and fast-enough, rather than trying to squeez
145.
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m-schuetz
1y ago
Now I'm feeling a bit less bad for not using Firefox anymore. Not using it because it's C++ is <insert terms that may not be welcome on HN>
146.
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m-schuetz
1y ago
> The features you want are simply not going to get developed in the GLSL compiler at this point. They exist in GLSL on Nvidia devices. If other vendors refuse to implement them, then I will be an Nvidia-only developer. Fine by me. I no
147.
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m-schuetz
1y ago
I'm talking about OpenGL. Vulkan is too hard for my small mind to understand, so I'm still using OpenGL. And the extension that allows this in OpenGL came out in 2010, so long before Vulkan.
148.
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m-schuetz
1y ago
In my experience, drawing quads with GL_POINTS in OpenGL was way faster than drawing quads with instancing in DirectX. That was noticable with the DirectX vs. OpenGL backends for WebGL, where switching between the two resulted in widely dif
149.
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m-schuetz
1y ago
I disagree. Yes, the global state is bad, but pipelines, render passes, and worst of all static bind groups and layouts, are by no means better. Why would I need to create bindGroups and bindGroup layouts for storage buffers? They're
150.
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m-schuetz
1y ago
Do you have an example for that? I can't find any. Regarding bindless textures, they're really ugly to use. Shader buffer load is so much better, being able to access everything with simple pointers.
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