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Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @05:55PM (#13593762)
We're not complaining, we're explaining the lay of the land. Working on top of all three of these APIs is totally doable and will result in a better API for the web.

Things worth noting: - We believe other browser vendors agree with us that the web API should work on all three of the major native APIs. - The web has security requirements which force us to go a bit higher-level than Vulkan anyway.

I understand your desire to have Vulkan on Apple platforms, but it's really a separate issue from the right target for WebGPU.

Re:Apple proposes new web 3D graphics API by hota_mazi on Tuesday February 07, 2017 @06:14PM (#13593925)
> I understand your desire to have Vulkan on Apple platforms, but it's really a separate issue from the right target for WebGPU.

No, it's not a separate issue.

If Apple supported Vulcan, the simple act of proposing this new API as a standard would be laughed out of the room.

We can only speculate why Apple won't support Vulcan but I'm going to go with "Prefer a solution they designed themselves over one designed by other parties".

Just support Vulkan and let's abandon this silliness, shall we?

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:19PM (#13593958)
I think you are wrong on that. Vulkan is a low-level native API, not a JavaScript API for the web. Lots of design work needs to be done.

In addition, even on platforms where there are unofficial Vulkan drivers (such as Windows), it's likely the natively available API will still have more complete support and better performance.

So either way, we need a cross-platform graphics API.

Let's focus this discussion on improving the web platform, not fighting battles about the underlying system APIs.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @06:26PM (#13594036)
I think what you are going to find is that there is a lot of frustration w.r.t. Apple not supporting Vulkan. One system for everything else and one system for Apple.

> I think you are wrong on that. Vulkan is a low-level native API, not a JavaScript API for the web. Lots of design work needs to be done.

Nothing you assert here is invalid. But, I think you've missed the main point, which is that people don't want an entirely new API, they want the same API across all platforms. Vulkan, exposed directly in JavaScript as much as is feasible (e.g. using an automatic API generation tool) would be awesome.

Simply look at how it is possible to cross-compile C/C++ to JavaScript. Now, add in support the Vulkan API. That would be incredible.

> In addition, even on platforms where there are unofficial Vulkan drivers (such as Windows), it's likely the natively available API will still have more complete support and better performance.

Actually that's not correct. Vulkan was explicitly designed to be an efficient and high-performance API. As it stands, even as a newborn API, it's the BEST available for 3D rendering on all platforms that support it, unofficial or not.

> So either way, we need a cross-platform graphics API. Let's focus this discussion on improving the web platform, not fighting battles about the underlying system APIs.

I think you are missing the point here again. As you say, we need a cross-platform API. But, by that logic, accepting that JavaScript is just another platform, we'd like the SAME API.

Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @07:48PM (#13594605)
> Actually that's not correct. Vulkan was explicitly designed to be an efficient and high-performance API. As it stands, even as a newborn API, it's the BEST available for 3D rendering on all platforms that support it, unofficial or not.

Just because it was designed to be high-performance doesn't mean it automatically wins on platform support and implementation quality. Direct3D 12 is at the same level as Vulkan, and I see no reason for the trend of D3D being higher quality than GL to end with Vulkan.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @07:54PM (#13594644)
Those are pretty subjective assertions. Do you have any evidence to back that up?
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @08:07PM (#13594745)
Do you have any evidence for your claim that Vulkan is best? Metal and D3D 12 are also low-level APIs designed for performance. I've seen no evidence that Vulkan is better on platforms where there are drivers for two different APIs.
Re:Apple proposes new web 3D graphics API by Zandikar on Tuesday February 07, 2017 @09:23PM (#13595147)
I think we've all gone a bit off the rails here.

Although you and those you've been discussing this with can't agree on which API is better, there's plenty of evidence that Vulcan, Metal and Dx are all quite good. Why then would we introduce yet another "standard" from scratch, as opposed to working to implement one of the existing ones better across platforms (if the desire is truly to build a universal gfx api)?

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @10:00PM (#13595296)
Making a new standard is inevitable. That's not really a choice.

Even if the web platform directly replicated one of the existing APIs, you still have to explain how it binds to JavaScript, as well as memory and GPU resource management details. So bringing a modern graphics API to the web will inevitably create a new standard.

The question then is whether to try to clone one of the native-level APIs, or make something that works on each of the top 3. We think working on all of them is better than tying ourselves to just one.

Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:06PM (#13595336)
> The question then is whether to try to clone one of the native-level APIs, or make something that works on each of the top 3. We think working on all of them is better than tying ourselves to just one.

Besides this approach being supportive of lock-in (of underlying closed APIs like Metal and DX), which is more than questionable, more importantly, what shading language should this Web API use for example?

Re:Apple proposes new web 3D graphics API by simonh on Wednesday February 08, 2017 @06:11AM (#13597390)
Tying the implementation to a single underlying API is just another kind of lock-in. You can be locked in to an open standard just as much as a proprietary one. Suppose this had been proposed 5 years ago and been tied deeply into OpenGL? In the world of today, that would pretty much make it a dead end. It's just not the job of a standard like this to pick and choose winners at a different level of abstraction.
Re:Apple proposes new web 3D graphics API by om2 on Wednesday February 08, 2017 @06:28AM (#13597463)
We did actually build a standard tied deeply OpenGL, it's called WebGL. And indeed, we foresee the need to move beyond it (though WebGL is still plenty good and not a dead end yet.)

Worth noting also that Khronos is considering a slightly higher-level API than Vulkan as their next iteration. So that's another reason it would be a shame to bind too tightly to Vulkan.

I also find it puzzling how designing to support multiple back ends is "lock-in" but binding tightly to only one underlying API is "open".

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @07:37AM (#13597757)
Platform "lock-in" and "openness" are not mutually exclusive.

Lock-in refers to how that platform affects your options for deployment.

Openness refers to how that platform is being developed.

A platform can be designed in an open way, but if it only works in one environment (e.g. browser) you might consider that to be "locked in". As in, you are "locked" into using a browser for deploying your application.

Vulkan is open, in the sense that it is an open standard. It's managed in a way that allows a wide variety of people/companies to contribute to it's design and implementation.

Vulkan as an API is an abstract model for how a GPU works. Everyone codes to that spec, and they can work on a wide variety of systems. So you are not locked in to a limited set of systems.

In fact, if you wanted to make your own Vulkan implementation you could, and there is a lot of documentation, conformance tests, etc to help with that.

Supporting multiple backends naturally requires an abstract API on top to handle the inconsistencies in the underlying systems. A new API naturally means that existing code would need to be refactored to work with it. If that API only serves the purpose of executing within a specific context, you might consider that to be "lock-in" for that platform.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:20PM (#13595406)
When you look at the amount of effort that's gone into SPIR-V you'll only have one conclusion to this question.
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:25PM (#13595430)
Indeed, the question was rhetorical, and more of a poke at using Metal shaders in the initial proposal, instead of going right away with open languages and representations.
Re:Apple proposes new web 3D graphics API by bobajeff on Tuesday February 07, 2017 @11:30PM (#13595752)
This brings another question. Would it be better given the likely use cases for WebGPU to be designed as a WebAssembly only API?
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @11:45PM (#13595827)
WebAssembly doesn't currently have a way to expose APIs to it directly. It only has an interface to call JavaScript.

Maybe that will change, but blocking on a major new WebAssembly feature did not seem wise.

Re:Apple proposes new web 3D graphics API by bobajeff on Wednesday February 08, 2017 @12:01AM (#13595895)
Oh. I didn't know that.
Re:Apple proposes new web 3D graphics API by staticautomatic on Wednesday February 08, 2017 @12:09PM (#13599932)
Why is making a new standard inevitable?
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:19PM (#13595402)
Well, I guess you know all this but you've asked me to elaborate. So, in terms of compatibility you have:

DX12: Windows only. Metal: macOS/iOS only. Vulkan: cross-platform and cross-vendor. Windows 7/8/10, Android, Linux, MoltenVK supports iOS/macOS with a wrapper. That's a big win for Vulkan IMHO. Valve also agrees with this assertion.

In terms of performance, I don't think Metal is even a contender, given how bad macOS hardware is compared to Wintel. w.r.t. Vulkan vs DX, from what I've seen it's pretty close, with Vulkan usually coming out ahead by a few performance points but of course it depends a lot on the implementation when it's at that level. Vulkan has been shown to be systematically better than OpenGL.

Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @03:06AM (#13596671)
It makes no sense to judge the quality of an API by the power of the available hardware it might be running on. The discussion is not about what platform will run VR the best.

In addition, Apple will be rightly considering iOS when evaluating options for web technologies, not the increasingly small section of the planet running Nvidia and AMD hardware on Windows.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @03:39AM (#13596794)
> It makes no sense to judge the quality of an API by the power of the available hardware it might be running on.

I didn't make any such judgement or even mention VR a single time!

But, looking at the points you've raised, I can say with confidence that Vulkan has been designed, taking into considering these issues.

Vulkan has been carefully engineered from the ground up not to alienate tile-based renderer hardware. So, it's just as suitable for mobile GPUs as desktop GPUs. https://www.imgtec.com/blog/tiling-positive-or-how-vulkan-ma...

As such, it's already supported by many mobile GPU hardware vendors.

> In addition, Apple will be rightly considering iOS when evaluating options for web technologies, not the increasingly small section of the planet running Nvidia and AMD hardware on Windows.

The GPU in the iPhone 7 uses a custom version of the PowerVR GT7600 GPU. While this is purely speculation, PowerVR does support Vulkan in their other offerings, so it's not that much of a stretch to assume that the hardware is at least capable of it.

NVidia, AMD and Intel power all of Apple's desktop graphics, in addition, they collectively power almost all of Windows and Linux setups too (excepting other mobile and SFF computers)

Re:Apple proposes new web 3D graphics API by Angostura on Wednesday February 08, 2017 @04:59AM (#13597117)
You did make such a judgement- you wrote:

> In terms of performance, I don't think Metal is even a contender, given how bad macOS hardware is compared to Wintel.

Re:Apple proposes new web 3D graphics API by mickronome on Wednesday February 08, 2017 @06:37AM (#13597506)
Obviously you can interpret the parents statement in more than one way. My interpretation was as a rather pragmatic statement that the probability that Metal is a high performance design (and implementation) is lowered by the fact that it to date only has targeted lower performance hardware, and thus there could be several undiscovered bottlenecks present. It is generally the case with any code that high performance on less powerful hardware not always imply high performance on more powerful hardware, especially when there are high levels of parallelism and multiple optimised fast paths to choose from.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @06:35AM (#13597496)
I said:

> In terms of performance, I don't think Metal is even a contender, given how bad macOS hardware is compared to Wintel.

The response was:

> It makes no sense to judge the quality of an API by the power of the available hardware it might be running on.

You are right, that my statement is not very clear.

The key point here is that I'm not judging the quality of an API by the power of the available hardware, but the quality of APIs relative to how much overhead they add, and that's quite a different proposition.

Given my intimate frustration with the state of Mac hardware and GPUs, I brushed off macOS as being somewhat ancient w.r.t. modern hardware and benchmarks. You can't go out and buy a Mac with a GTX 1080 for example. In fact, even the best Mac hardware you can buy is ridiculously outclassed by PCs costing significantly less.

However, back to the specific point of interest:

The overhead of APIs can be measured if you run the same benchmark, on the same hardware, with the different API. On Windows, it's possible to compare, say, DX9, DX11, DX12, OpenGL and Vulkan within the same benchmark. It's not possible to test Metal this way.

Specifically though, Vulkan is a C based API which is essentially as fast as it gets, in terms of actual function calls and so on. In comparison, Metal uses Objective-C. If you are familiar with Objective-C, you'll know that it doesn't have the fastest message dispatch (quasi-function call).

Basically, it would be really interesting to compare them, holding all other things equal. But, doing this with off the shelf GPUs simply isn't possible AFAIK. macOS hardware is simply too far behind. You might be able to jury-rig something using an external GPU, but it's still not a good comparison. My past experience of the graphics stack in macOS tells me it's unlikely to be great.

Re:Apple proposes new web 3D graphics API by AlphaSite on Wednesday February 08, 2017 @11:54AM (#13599757)
You need to provide some evidence that function dispatch is a limiting factor for Metal, if you're going to argue that it is a limiting factor.

Also you seem to be under the impression that because a machine is expensive it is destined for gaming.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @04:23PM (#13602251)
> You need to provide some evidence that function dispatch is a limiting factor for Metal, if you're going to argue that it is a limiting factor.

Without investing a lot of effort, the best I have is this: http://www.codeotaku.com/journal/2009-05/run-time-polymorphi...

In addition, my entire lament is that it's not easy to compare Metal to anything else. Ideally, this would tell you whether function dispatch was REALLY a big issue or not.

> Also you seem to be under the impression that because a machine is expensive it is destined for gaming.

No, that's not a valid assessment of my position.

I have an expensive desktop, and I use it primarily for work. Even the Mac Pro performs poorly when compared to an equivalently priced PC. Even just for work related scenarios. Some good comparisons on YouTube :D

Re:Apple proposes new web 3D graphics API by foobiekr on Wednesday February 08, 2017 @11:25AM (#13599474)
It does, though.

Many times bottlenecks and missteps are not really visible until you can see how your decisions and assumptions encounter reality especially when every other chokepoiht has been removed.

Unless they did their development on Windows or on hardware that has never shipped, Apple isn't really in the position to have evaluated how well Metal works in reality.

I would add that the awkwardness of some "good" API designs is often not revealed until much later (and this is doubly true in the graphics space where there is ample evidence of API choices revealing themselves to be stuck with what turned out to be bad choices some times later).

Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @08:12PM (#13594775)
There's nothing subjective about it. Take a look at the APIs, they operate at the same level and are designed around the same principles.

As for past driver quality, ask a graphics developer doing anything more complicated than a toy weekend project. OpenGL drivers are inconsistent and buggy.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @01:33AM (#13596281)
> Just because it was designed to be high-performance doesn't mean it automatically wins on platform support and implementation quality.

I never asserted that. I didn't even qualify what I meant by "BEST". But, let's evaluate the qualities you mention:

> platform support

Vulkan objectively wins here, supporting Windows 7/8/10, Linux, macOS/iOS with a wrapper, Android, etc. Intel has unofficial drivers for their x86 iGPU. Qualcomm recently announced hardware support, along with ARM.

> implementation quality

Vulkan is developed as an open specification, and has a full conformance test for implementations (https://www.khronos.org/vulkan/adopters/). Many aspects of Vulkan are available on GitHub and you can submit PRs. In my experience, drivers on Linux are very good and there are frequent updates. We currently deploy Vulkan at scale in production and haven't had a single issue with reliability.

In addition, the Vulkan validation layers assist with development because they check almost all API invariants and log incorrect usage. This helps to develop programs that work correctly according to the specs.

So, from the driver stack to the client software, Vulkan, IMHO, has a quality and well thought out implementation.

In comparison to DX12, which is developed behind closed doors, we don't know the implementation quality.

I personally haven't heard about any major bugs in Vulkan drivers, but I have seen quite few DX12 demos plagued by bugs. That's my subjective opinion though.

> Direct3D 12 is at the same level as Vulkan

Vulkan is better than DX12 in terms of openness, conformance testing, development tools, platform support, etc. Performance is about the same.

Even Valve agrees: http://www.kitguru.net/components/graphic-cards/anton-shilov...

> OpenGL drivers are inconsistent and buggy.

Agreed :)

Re:Apple proposes new web 3D graphics API by hifigi on Wednesday February 08, 2017 @03:14AM (#13596701)
I make no argument against what you've said except you used Valve as an "appeal to authority", when they have a vested interest in promoting Vulkan (since SteamOS is based on Linux). So of course they will be persuading developers to use Vulkan over DX12, because it broadens the domain of users who can buy an individual title on Steam.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @03:45AM (#13596817)
If you look up the endorsement by Valve, it's not just a straight up "Use Vulkan" but a well reasoned set of arguments and case studies by people with a lot of experience. So, this is not an "appeal to authority", but a reference to an existing body of research which supports my assertions.
Re:Apple proposes new web 3D graphics API by Rusky on Wednesday February 08, 2017 @02:04PM (#13601021)
By "platform support," I was not referring to the number of platforms supported by the API, but the quality of support for the API provided by the platform(s). Vulkan objectively loses to D3D and Metal here.

We absolutely know the implementation quality of D3D- you don't have to see the source to see its performance, its stability, or its adherence to the spec. On the whole, it's far more consistent and stable than OpenGL and there is no reason to believe Vulkan will change any of that as it uses the same process for specification, development, and deployment.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @04:26PM (#13602273)
The Vulkan development process is very different from OpenGL. It's a significant improvement so it's not fair to make this judgement. There is significant evidence: The quality of the API, the number of platforms supported within the first 12 months of publication, the availability of source code and documentation on GitHub (including allowing contributions). These are all things which are far better than the equivalent DX model, and also, in comparison, OpenGL.
Re:Apple proposes new web 3D graphics API by Rusky on Wednesday February 08, 2017 @05:38PM (#13602882)
None of that directly impacts Vulkan driver implementation quality (which is not open source at all).
Re:Apple proposes new web 3D graphics API by brians on Tuesday February 07, 2017 @07:12PM (#13594369)
Vulkan isn't designed for adversarial input. The web language has to be. That alone is likely to require a ground-up redesign.
Re:Apple proposes new web 3D graphics API by boardwaalk on Tuesday February 07, 2017 @07:45PM (#13594580)
But OpenGL wasn't either. I'd like to hear concrete examples of how it couldn't be made workable. There are already validation layers that do a pretty good job of checking for bad usage.

Especially since things like NaCl exist(ed) which are inarguably lower level and still safe.

I think it's folly to create a whole new API before evaluating the option of using Vulkan.

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @08:09PM (#13594761)
We did evaluate the option of using Vulkan. So have others. It's not even necessarily off the table, we just don't think it is the best design approach.

If you are very interested in the details of API design choices, then I'd suggest joining the Community Group. Anyone can join!

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @02:55AM (#13596622)
Which is a good example why I don't have any issues with native code on OpenGL ES 3.x mobiles, while Chrome with WebGL is just choppy and dropping frames left and right.
Re:Apple proposes new web 3D graphics API by ThisIs_MyName on Wednesday February 08, 2017 @11:37AM (#13599591)
Naw, that's happening because you have a JS thread doing everything. Native code on OpenGL ES is structured very differently.
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @07:56PM (#13594664)
I'd argue that Vulkan IS designed for adversarial input. It deliberately provides a layer mechanism within the driver for validation of function calls. It's trivial to create your own layers and they can be used to validate EVERY entry point into the Vulkan driver.
Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @10:31PM (#13595459)
Validation layers were created so drivers could remove checks to improve performance. And regardless, properly handling adversarial input is much more involved than just a validation layer.
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:55PM (#13595593)
Yes, you are right, but solving the problem of adversarial input is probably NP. A validation layer can intercept every API call and validate it. It's probably the best you can do. The nice thing about it, is that you could actually use it in many different contexts, since, you know, Vulkan makes it a standard feature of the driver.
Re:Apple proposes new web 3D graphics API by Rusky on Wednesday February 08, 2017 @01:31PM (#13600711)
It's not NP (whatever that means) if you're allowed to change the API instead of just inserting checks at each call.

Besides, Javascript doesn't really need driver support to intercept function calls...

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @04:13PM (#13602179)
NP means non-determinstically polynomial. Validating a GPU shader is undecidable if it include flow control. This is a problem for security.

> if you're allowed to change the API instead of just inserting checks at each call.

The only case is where you simply make the API so limited that it becomes decidable, e.g. remove all backwards flow control and recursion.

> Besides, Javascript doesn't really need driver support to intercept function calls...

Nope, it doesn't, but it makes for a more flexible approach when there is an existing model and implementation (validation layer) which supports this approach.

Improving the quality of the validation layer means that everyone benefits. It's also a massive job and thus, that something already exists, and is standardised, is a good approach.

Re:Apple proposes new web 3D graphics API by Rusky on Wednesday February 08, 2017 @05:32PM (#13602835)
I know what NP means, my parenthetical implied that you used it in a way that made no sense.

Undecidable control flow does not inherently make validation undecidable, or NP, or anything else really. The key (like with any sort of type system) is that it's okay to reject some subset of valid programs in exchange for easy enforcement of the invariants you need.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:16AM (#13596449)
> remove checks to improve performance

In addition to my other points, the Vulkan validation layers are objectively (and IMHO significantly) better for debugging than OpenGL ever was. It's not just to improve performance. The debugging and development experience is significantly improved.

Re:Apple proposes new web 3D graphics API by andreyf on Tuesday February 07, 2017 @06:54PM (#13594275)
> One system for everything else and one system for Apple.

This seems to have worked out pretty well for innovation in the mobile OS market, no?

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @07:57PM (#13594669)
Yes, for Apple... For the consumer? I don't think so.

As a consumer, the mobile device market is a walled garden. Are apps compatible between platforms? Do you have control over your hardware? Can you choose what software you run on your own device?

Re:Apple proposes new web 3D graphics API by lapfelix on Tuesday February 07, 2017 @11:59PM (#13595885)
> Are apps compatible between platforms

That would be an awful experience for the consumers, UI/UX-wise.

Re:Apple proposes new web 3D graphics API by dkersten on Wednesday February 08, 2017 @03:24AM (#13596733)
And yet somehow web apps, each with their very own shirty UI and UX, that looks and works completely different than the platform you use them from, are doing just fine.
Re:Apple proposes new web 3D graphics API by jaegerpicker on Wednesday February 08, 2017 @02:02PM (#13601005)
And the vast majority of webapps are shitty UI/UX from a consumer perspective. Doing just fine with shitty UI/EX, because the platform is crippled does not equal the best solution for the user.
Re:Apple proposes new web 3D graphics API by dkersten on Wednesday February 08, 2017 @05:54PM (#13602988)
I completely agree!

Web is convenient in the sense that its easy to get access to a lot of applications and you don't have to install them etc, but the UX often leaves a lot to be desired...

Re:Apple proposes new web 3D graphics API by AlphaSite on Wednesday February 08, 2017 @08:43AM (#13598088)
Web apps just have lower standards.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:03AM (#13596394)
It wouldn't need to be. The application could have different UI/UX models based on the expectations of the user.
Re:Apple proposes new web 3D graphics API by yoz-y on Wednesday February 08, 2017 @05:18AM (#13597187)
As a developer I see this as a "damned if you do, damned if you don't" issue. Professionally I develop an application with Linux and Windows support, it is a pain and requires a great investment in time. Of course one could use a web technology such as Electron but then you get insulted because of memory hogging, non optimization and disrespect for UX. Developing an iOS and Android application the right way practically takes twice as much time.

As I value user experience and performance above all, for personal projects I prefer to focus on a single platform. And so far, I was also always more happy when using applications from developers that do the same.

Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:16PM (#13595387)
Consumers don't appear to be bothered by any of those missing freedoms.
Re:Apple proposes new web 3D graphics API by tornadoboy55 on Wednesday February 08, 2017 @05:43AM (#13597301)
Consumers are bothered by games that get released much later (or not at all) on iOS instead of Android, or the other way around. They're not directly bothered by the cause, but they sure as hell hate the symptoms.
Re:Apple proposes new web 3D graphics API by criddell on Wednesday February 08, 2017 @09:48AM (#13598563)
I don't like it, but I think consumers are pretty accepting of platform exclusives.
Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @12:41PM (#13600258)
Not really. Gamers don't like exclusives, when they are excluded especially. Why would they like to be excluded?
Re:Apple proposes new web 3D graphics API by MBCook on Wednesday February 08, 2017 @10:41AM (#13599055)
If you're a gamer, then you're quite used to this going back all the way to the old Sega vs Nintendo days. It may be annoying but it's something we by and large accept.
Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @12:42PM (#13600276)
Common usage of crooked practices doesn't mean anyone likes them. Let alone encourage any of such trash.
Re:Apple proposes new web 3D graphics API by MBCook on Wednesday February 08, 2017 @02:50PM (#13601426)
I didn't say people liked it, I said they were used to it. It's the status-quo so it doesn't get questioned the way it would if it was a completely new concept.
Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @03:45PM (#13601890)
Yes, I agree that it's not questioned enough, which is a problem in itself.
Re:Apple proposes new web 3D graphics API by MBCook on Wednesday February 08, 2017 @09:33PM (#13604152)
When the hardware was so specialized it made a lot more sense. Now that everyone has nearly identical hardware it's even stupider.

On the plus side platform exclusives almost totally gone outside of the game is manufactured by the console makers themselves.

Re:Apple proposes new web 3D graphics API by Teever on Wednesday February 08, 2017 @03:17AM (#13596712)
it's hard to be consciously bothered by the lack of something that you've never experienced?
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:43PM (#13595525)
That's a faulty generalisation. I am a "consumer" and I'm bothered by it.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @11:05PM (#13595653)
There are definitely consumers who care. There are a lot of them here on hacker news.

But that number doesn't seem to be high enough to cause serious sales dips on iOS devices.

I'm not saying the number is 100% of consumers don't care. But it's also pretty clear it's not 70% who do care.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @11:23PM (#13595733)
So, if you know that, don't say "Consumers don't appear to be bothered by any of those missing freedoms."

Say something like "Apple is still successful despite the lack of freedom" :)

Re:Apple proposes new web 3D graphics API by saurik on Tuesday February 07, 2017 @10:56PM (#13595597)
Men in America also don't appear to be bothered by having been circumcised, but that is only due to their lack of knowledge and should not be used as evidence that "routine infant circumcision has worked out pretty well for health outcomes in America".
Re:Apple proposes new web 3D graphics API by jolux on Wednesday February 08, 2017 @01:05AM (#13596185)
That was an interesting non sequitur...
Re:Apple proposes new web 3D graphics API by saurik on Wednesday February 08, 2017 @03:54AM (#13596855)
It is not a non sequitur: it is the same argument applied to another situation where people fall into the same trap of lack of knowledge leading to a lack of understanding of their own plight (we might even call it a "blissful ignorance"). The other person who responded to the same parent comment saying "it's hard to be consciously bothered by the lack of something that you've never experienced?" could have been leaving that exact same comment with respect to having an intact foreskin in response to someone claiming the point about circumcision.

Do you really not see the parallels? It seemed like a really great way to point out the fallacy here and demonstrate that "just because people aren't complaining, and even if when asked they are adamant they don't have a problem (an even stronger position than simply that they aren't going out of their way to complain), it clearly doesn't imply they don't have a problem if they haven't been given the necessary knowledge to understand or appreciate the problem" without having to directly engage with the broken logic (which is, of course, impossible).

Re:Apple proposes new web 3D graphics API by foldr on Wednesday February 08, 2017 @05:19AM (#13597193)
OT, but I'm an uncircumcised gay guy who has had a fair amount of experience with both types of penis. I suspect that anyone who's all beat up about being circumcised (except a small minority of people who have had botched circumcisions) is projecting some other problem with their sex life onto that. Both types of penis work perfectly fine.
Re:Apple proposes new web 3D graphics API by jolux on Wednesday February 08, 2017 @03:06PM (#13601536)
http://rationalwiki.org/wiki/Circumcision

>However, in a meta-study spanning 40,473 males, the studies rated most accurate found that "circumcision had no overall adverse effect on penile sensitivity, sexual arousal, sexual sensation, erectile function, premature ejaculation, ejaculatory latency, orgasm difficulties, sexual satisfaction, pleasure, or pain during penetration."

Re:Apple proposes new web 3D graphics API by xenadu02 on Tuesday February 07, 2017 @08:45PM (#13594951)
Vulkan is not suitable for exposure directly to the web. Full stop.

Therefore your posts are off-topic.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @01:39AM (#13596299)
Do you even know how Vulkan works?

The driver API exposes a layered stack. It's trivial to add a validation layer between the driver and the client. It's SO much better than existing OpenGL or DirectX driver models for this one reason alone.

Re:Apple proposes new web 3D graphics API by xenadu02 on Wednesday February 08, 2017 @04:29AM (#13596992)
Yes, I do. I'm also slightly familiar with OpenGL and Metal.

I think Metal has a better API. You are free to disagree of course.

Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @05:37AM (#13597274)
Metal has nice API only if you are using [ObjectiveC|Swift]. The moment you step outside (Rust, Python, ...), you have additional jumps to make.
Re:Apple proposes new web 3D graphics API by toxican on Wednesday February 08, 2017 @08:03AM (#13597870)
No, I don't like your opinion, therefore you're off topic and should leave the dicussion.

/s

Re:Apple proposes new web 3D graphics API by sametmax on Wednesday February 08, 2017 @04:07AM (#13596904)
The persons in favor of Vulkan in this thread don't have to prove their point, you have. Their solution works, is battle tested, is cross platform and almost an industry standard.

Unless you backup the Apple proposal with serious evidences such as :

- hard metrics on performance benefits, why you need them, and why you can't improve vulkan to get them;

- demonstration of blatant issues with the vulkan API and very good solution you can implement and why you can't improve vulkan to get them;

- strong evaluation of the benefits your solution provide given the cost it would have compared to adopting vulkan.

Then you have no credibility.

"Let's fix something that works" is rarely welcomed in programming. Coming from a company that is well known for disrespecting the rest of the world by creating their own island of closed standards and help noone pass the border, it's even worst.

On this one, you are guilty until proven innocent, I'm sorry.

Re:Apple proposes new web 3D graphics API by lallysingh on Wednesday February 08, 2017 @01:21PM (#13600605)
> On this one, you are guilty until proven innocent, I'm sorry

Or rather, he's got to refute the null hypothesis.

Re:Apple proposes new web 3D graphics API by om2 on Wednesday February 08, 2017 @04:08PM (#13602127)
In the case of web standards, the null hypothesis is "no new API" rather than "make something that works only on top of this specific native API". For the web, the latter is not even the default assumption once you've decided something needs to be added. The web is cross-platform by design.
Re:Apple proposes new web 3D graphics API by mixedCase on Thursday February 09, 2017 @03:22PM (#13610548)
>In the case of web standards, the null hypothesis is "no new API"

Thanks to Apple's bone-headed decision to not support Vulkan, this is what it has come down for me when it comes to graphical APIs. For me it's either "no new graphical APIs, keep being forced to use OpenGL" or "drop macOS/iOS support".

Re:Apple proposes new web 3D graphics API by hota_mazi on Tuesday February 07, 2017 @06:23PM (#13593999)
I understand and see some merit to your angle, but at the end of the day, I don't think Apple will be taken seriously in that area until they support Vulkan.

Go ahead and do that, then we can talk about going up the stack and judging the API you're proposing (and let's be honest, it's really Metal-for-Javascript).

Show some good will.

Re:Apple proposes new web 3D graphics API by threeseed on Wednesday February 08, 2017 @01:01AM (#13596168)
Apple will always be taken seriously since they are not just a major mobile vendor but the only vendor capable of getting any technology widely deployed.

Your arguments are very reminiscent of the "Apple must adopt Flash" era. And as we've learn Apple was 100% right to dump that technology as it was simply a poor fit for mobile.

I've seen nothing about Vulkan that indicates it has some inherent qualities that make it suitable as a Javascript API.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:18AM (#13596457)
> I've seen nothing about Vulkan that indicates it has some inherent qualities that make it suitable as a Javascript API.

And you are qualified to make this assertion because?

It would make an awesome JavaScript API. It is well defined, well supported, well documented low level API for graphics. It would easily be exposed within JavaScript.

Re:Apple proposes new web 3D graphics API by om2 on Wednesday February 08, 2017 @04:10PM (#13602146)
Serious question, have you ever written any nontrivial code using Vulkan?

Everyone I know who's ever coded using Vulkan has found it unpleasant, and even Khronos is considering a higher level API (more along the lines of Metal) because Vulkan is just too hard to use.

Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @06:22PM (#13593984)
> Lots of design work needs to be done.

So support Vulkan and then let's do the design work! The choice of underlying system API has effects on the design of the upper layers. Your refusal to support Vulkan is blocking progress.

Re:Apple proposes new web 3D graphics API by andreyf on Tuesday February 07, 2017 @06:42PM (#13594167)
Why so combative? How is a JavaScript API standard going to benefit from Vulkan support on Apple platforms? More specifically, how will a JS API benefit from being built exclusively for Vulkan, instead of multiple "APIs that have nuanced architectural differences", to borrow Dean's phrase?
Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @06:47PM (#13594215)
To the extent that Vulkan has capabilities or features that don't map perfectly to Metal capabilities and features, native Apple Vulkan support would increase the performance and capabilities, and reduce the complexity and bugginess, of a hypothetical WebVulkan implementation on Apple platforms. And by reducing the compromises that have to be made for platform compatibility it would benefit the API design on all platforms.
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @07:43PM (#13594567)
You can simplify the design and reduce bloat if you don't need to address multiple APIs as backend.
Re:Apple proposes new web 3D graphics API by corysama on Tuesday February 07, 2017 @09:19PM (#13595127)
To play devil's advocate: Isn't a big focus of web tech the goal of supporting multiple backends for everything? If a new platform wants to support WebGPU but not Vulkan (ex: XBone or PS4) it should be not just theoretically possible, but actively supported by the design of the Web spec.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:20AM (#13596470)
Good point.

But, that's assuming that it's not possible to write a wrapper on top of DX (for Xbone) that proves a Vulkan API. It's already been shown to be possible to do something similar, with MoltenVK.

The ball would be in Microsoft's court for this one.

Re:Apple proposes new web 3D graphics API by corysama on Wednesday February 08, 2017 @02:30AM (#13596518)
"it should be not just theoretically possible, but actively supported by the design of the Web spec."
Re:Apple proposes new web 3D graphics API by douche on Wednesday February 08, 2017 @05:31AM (#13597247)
> But, that's assuming that it's not possible to write a wrapper on top of DX (for Xbone) that proves a Vulkan API.

Is this not how Vulkan on Windows works? Given how many OpenGL drivers were just shims over DirectX in the past, I wouldnt be surprised if the same course was charted there.

Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @04:39PM (#13602396)
No, it's pointless to do that. Why all the extra overhead? Vulkan talks directly to the hardware driver.
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @09:30PM (#13595176)
Could be, but PS and Xbox don't support Vulkan for the same bad reasons (lock-in), so messing up the spec because of that doesn't sound convincing.
Re:Apple proposes new web 3D graphics API by kartan on Wednesday February 08, 2017 @08:07AM (#13597894)
> I think you are wrong on that. Vulkan is a low-level native API, not a JavaScript API for the web. Lots of design work needs to be done.

Isn't that what we want? A low-level not opinionated API allows the market and the open source community to create solutions that are subject to competition.

If we get an opinionated high level API then we are close to future developments by small agents. Only the big players can decide on the future of 3D graphics on browsers.

Why can't Apple just develop their ideal API over Vulkan and let developer decide what to use?

Re:Apple proposes new web 3D graphics API by zanny on Wednesday February 08, 2017 @08:53AM (#13598147)
> Why can't Apple let developer decide what to use?

Wouldn't that be just about the opposite of everything Apple has stood for the last ten years?

Re:Apple proposes new web 3D graphics API by kabes on Wednesday February 08, 2017 @01:40AM (#13596304)
You wanna focus this discussion on improving the web platform? Great, start with finally shipping WebRTC.
Re:Apple proposes new web 3D graphics API by alwillis on Wednesday February 08, 2017 @04:16AM (#13596947)
Relax--they’re working on it: https://webkit.org/status/#specification-webrtc
Re:Apple proposes new web 3D graphics API by zbuttram on Tuesday February 07, 2017 @06:58PM (#13594300)
What people seem to be missing here is that based on available info it seems Microsoft isn't officially supporting Vulkan either. Sure Nvidia and AMD have released drivers for Windows that have Vulkan support, but we're talking about a web standard that would need to be implemented by browser makers and if Microsoft isn't going to use Vulkan, then what do they implement as the backing for this new standard in Edge? Probably DirectX. I think the idea is to sort out an API that would be compatible between all three due to Microsoft and Apple _both_ not wanting to officially support Vulkan over their own platforms in their browsers, regardless of the support at the OS level.
Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @07:51PM (#13594627)
There is a difference between "not officially supporting" Vulkan and completely preventing anyone from providing a Vulkan implementation for your platform. Microsoft allows competing APIs to be integrated into their platform at the driver level. Apple does not.
Re:Apple proposes new web 3D graphics API by cma on Tuesday February 07, 2017 @08:46PM (#13594957)
FWIW, Microsoft doesn't allow that on ARM. Only where they have previous antitrust decisions holding them back (x86).
Re:Apple proposes new web 3D graphics API by mrec on Tuesday February 07, 2017 @09:36PM (#13595201)
It used to be the case that 3D APIs other than Direct3D couldn't be used from whatever Metro^H Windows Store apps are called this week. Which kind of blocks it at a platform-within-a-platform level.

That may have changed, I dunno.

Re:Apple proposes new web 3D graphics API by vondur on Tuesday February 07, 2017 @08:03PM (#13594711)
Could someone not provide Vulkan driver support on the Mac or is it forbidden by Apple to do so?
Re:Apple proposes new web 3D graphics API by mrec on Tuesday February 07, 2017 @09:33PM (#13595186)
On Windows, Vulkan support is provided by the IHV graphics drivers from Nvidia, AMD etc. On Mac, Apple themselves ship the drivers (incorporating some portions of IHV code, but ultimately all under Apple's control).
Re:Apple proposes new web 3D graphics API by kitsunesoba on Tuesday February 07, 2017 @10:00PM (#13595304)
If you're using a newer Nvidia card, you can download and install much more up to date Mac drivers direct from Nvidia's site. Yes, Apple bundles their own drivers but there's nothing stopping hardware vendors from shipping their own Mac drivers.
Re:Apple proposes new web 3D graphics API by dman on Tuesday February 07, 2017 @10:02PM (#13595313)
That still wont change the version of OpenGL supported by the driver as far as I know. If someone has OpenGL 4.5 working on OSX I would be very interested in finding out.
Re:Apple proposes new web 3D graphics API by threeseed on Tuesday February 07, 2017 @08:04PM (#13594714)
Apple allows you to provide an alternative API on OSX but not on iOS.

Microsoft is exactly the same. They do not support custom APIs on Windows Mobile AFAIK.

Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @08:15PM (#13594792)
> Apple allows you to provide an alternative API on OSX

I'll need a source for this claim considering that no driver-level Vulkan implementations are available on macOS.

Re:Apple proposes new web 3D graphics API by jolux on Wednesday February 08, 2017 @01:09AM (#13596193)
macOS is not popular among gamers? I don't understand what the problem is.
Re:Apple proposes new web 3D graphics API by threeseed on Tuesday February 07, 2017 @08:50PM (#13594973)
No. Provide a source that Apple actively prevents it.

Developers can ask users for their admin password, sudo to root and largely do whatever they want including adding kernel extensions and drivers.

Re:Apple proposes new web 3D graphics API by snuxoll on Tuesday February 07, 2017 @09:06PM (#13595067)
kext's must be signed now, Apple can freely revoke developer certs and block them if they so desire.
Re:Apple proposes new web 3D graphics API by threeseed on Wednesday February 08, 2017 @12:42AM (#13596097)
Signing was designed for security purposes which is the only reason where certificate revocation has been used to date. There seems to be a lot of FUD here but without any actual hard examples.
Re:Apple proposes new web 3D graphics API by stymaar on Wednesday February 08, 2017 @06:49AM (#13597555)
But it prevents doing what you just said above :

> Developers can ask users for their admin password, sudo to root and largely do whatever they want including adding kernel extensions and drivers.

Re:Apple proposes new web 3D graphics API by plorkyeran on Tuesday February 07, 2017 @09:56PM (#13595284)
Having a technical means to make distribution of a driver awkward is quite a few steps short of forbidding it.
Re:Apple proposes new web 3D graphics API by nicky0 on Wednesday February 08, 2017 @05:24AM (#13597216)
But they only use these power to shut out malware. Not to nix software they don't like.
Re:Apple proposes new web 3D graphics API by AlphaSite on Wednesday February 08, 2017 @08:45AM (#13598101)
Windows drivers need to be signed as well, whats the problem?
Re:Apple proposes new web 3D graphics API by snuxoll on Wednesday February 08, 2017 @11:04AM (#13599258)
But not by Microsoft, you can opt to obtain WHQL certification for your driver and have MS sign them - but it's also acceptable to get a code signing cert from any trusted CA.

Apple controls all the keys for macOS, AFAIK there's not even an option to add additional CA's for code-signing trust. To get around this you have to completely disable SIP, and it's rather stupid to tell users they must disable a well-meaning (if somewhat poorly implemented) security feature to install a kext because Apple doesn't like you (no knowledge if this has happened, but it can, and I don't care for that).

Re:Apple proposes new web 3D graphics API by stymaar on Wednesday February 08, 2017 @02:39AM (#13596559)
> sudo to root and largely do whatever they want

Not anymore, even being root doesn't give you total control now[1], and custom kernel extensions are among the things that are prohibited.

This «feature» bas been introduced in El Capitan for «security reason».

[1] System Integrity Protection : System Integrity Protection

Re:Apple proposes new web 3D graphics API by alwillis on Wednesday February 08, 2017 @04:20AM (#13596959)
It's easy to disable System Integrity Protection:

https://developer.apple.com/library/content/documentation/Se...

Re:Apple proposes new web 3D graphics API by stymaar on Wednesday February 08, 2017 @06:47AM (#13597553)
Let's not forget the post I was replying to :

> Developers can ask users […]

Have you ever seen anybody shipping software asking their user to do stuff like this to get their software working ?

> Boot to Recovery OS by restarting your machine and holding down the Command and R keys at startup.

Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @07:02AM (#13597618)
Sure, and your grandma (=proxy for mainstream user) is surely going to do that.

It's simply a no-go for the mainstream market that expects things to just work.

Re:Apple proposes new web 3D graphics API by MikusR on Tuesday February 07, 2017 @08:19PM (#13594811)
It's a dead platform with no market-share.
Re:Apple proposes new web 3D graphics API by alwillis on Wednesday February 08, 2017 @04:24AM (#13596976)
Latest results of the so-called dead platform--"iPhone, Services, Mac and Apple Watch Set All-Time Records"

http://www.apple.com/newsroom/2017/01/apple-reports-record-f...

Re:Apple proposes new web 3D graphics API by douche on Wednesday February 08, 2017 @05:37AM (#13597272)
I think the parent claim is that Windows Mobile is a dead plarform, which, it pretty much is, after the nokia fiasco.
Re:Apple proposes new web 3D graphics API by MikusR on Wednesday February 08, 2017 @02:37PM (#13601324)
Yes. Meant Windows mobile.
Re:Apple proposes new web 3D graphics API by AsyncAwait on Tuesday February 07, 2017 @07:29PM (#13594466)
Why are they so hostile to Vulkan and what problems does Vulkan, which is vendor independent and open, have that adding a new API to support to the pile would not?
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @07:40PM (#13594546)
No good reason whatsoever.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:13PM (#13595375)
Do you have a source for your claim?
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:16PM (#13595383)
Lack of known good reasons, and their major infamy in perpetuating lock-in in general. They have only themselves to blame for being seen in negative light in this topic by default.
Re:Apple proposes new web 3D graphics API by agmcleod on Wednesday February 08, 2017 @09:06AM (#13598234)
That doesn't mean their isn't good reason. I guess they believe they can build a better product by having control over the graphics pipeline. Obviously I cannot say for sure what they think in that regard, but neither can you.
Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @10:59AM (#13599211)
Not very convincing. They often used excuses of good reasons to do sinister stuff, so, they'd need to work much harder to fix their ruined reputation.
Re:Apple proposes new web 3D graphics API by hota_mazi on Tuesday February 07, 2017 @08:59PM (#13595023)
NIAA.

Not Invented At Apple.

Re:Apple proposes new web 3D graphics API by slavik81 on Tuesday February 07, 2017 @09:03PM (#13595043)
It's not even that. They seem to have abandoned OpenCL as well, and that was invented at Apple.
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:02PM (#13595314)
It's more like "let's mess everyone else, because we can".
Re:Apple proposes new web 3D graphics API by TazeTSchnitzel on Tuesday February 07, 2017 @08:00PM (#13594692)
> Microsoft isn't officially supporting Vulkan either

It's Microsoft's lack of official support for OpenGL on Windows that leads to WebGL implementations using of ANGLE translation to Direct3D, rather than direct OpenGL, right? So I assume we'd have the same situation for a hypothetical WebVulkan. Yes, Vulkan would be available on Windows with the right drivers, but the browsers wouldn't want to use it.

Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:22AM (#13596483)
I was under the impression that DX wasn't available out of the box either? That you'd need to install suitable drivers and a suitable runtime?
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:01AM (#13596645)
Starting with Windows 7, DX became a platform component.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @05:02PM (#13602590)
Every time I install a game from Steam, it almost always re-installs the DX runtime for that specific game. Is there a reason for that?
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @02:59AM (#13596636)
Also HN seems to forget consoles a lot, which don't support OpenGL (PS3 GL was never used in production), even Nintendo with Switch actually does have another API besides Vulkan(NVN), which devs are more keen in using as it allows even more fine grained control.
Re:Apple proposes new web 3D graphics API by seanmcdirmid on Tuesday February 07, 2017 @06:23PM (#13593998)
I'm sure Microsoft has an interest in a 3D web API working on top of D3D, even if NVIDIA and AMDS are putting out Vulkan drivers for the platform (Microsoft is not supporting Vulkan themselves as far as I can tell).
Re:Apple proposes new web 3D graphics API by philippeback on Wednesday February 08, 2017 @03:27AM (#13596747)
Anyway, WebVR support is shaky on most browsers, except Firefox / Nightly where it works properly. Get that working before WebGL 2 or whatever. And throw in some support for external GPUs. Moved away from Apple and got myself an Intel NUC i7 w/ Thunderbolt. Better everything in there. Can use external GPUs of all kinds for easy testing. Apple may have had its best quarter ever but is not sexy to me anymore.

Yeah, support Vulkan.

Re:Apple proposes new web 3D graphics API by rehemiau on Wednesday February 08, 2017 @04:18AM (#13596950)
> I understand your desire to have Vulkan on Apple platforms, but

There are no 'but's. Just support it and we can have simpler APIs on top of it.

Re:Apple proposes new web 3D graphics API by ionwake on Tuesday February 07, 2017 @06:43PM (#13594180)
I agree
Re:Apple proposes new web 3D graphics API by angry-hacker on Tuesday February 07, 2017 @07:25PM (#13594441)
While I agree with you, I doubt some random webkit engineer has any power saying what to support.

Apple never listens to anyone, probably some higher exec wants better lock in and that they design the standards. Everyone else keep their mouths shut.

Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @07:45PM (#13594576)
Then why should W3C accept the views of that higher execs as something useful for the Web? Let them remain Apple only.
Re:Apple proposes new web 3D graphics API by ChuckMcM on Tuesday February 07, 2017 @06:11PM (#13593890)
The optics are just really bad. Apple could say "In the mean time we'll support Vulkan" and bam! there is a cross platform solution. Instead you say "We will generously let everyone implement our specifications, we hate to see everyone suffering so, but if everyone else works really hard to do what we say, things will be great!"
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:14PM (#13593924)
I don't get what you are suggesting. Apple supporting Vulkan on macOS and iOS wouldn't do anything to expose a new GPU API to the web. They are totally orthogonal. We're expecting work on the new web API to be super collaborative, so your framing is uncharitable and incorrect.
Re:Apple proposes new web 3D graphics API by ChuckMcM on Tuesday February 07, 2017 @09:42PM (#13595224)
Not trying to be uncharitable here, I'm just sharing how it looks to someone driving by.

That doc says:

"It[WebGL] was based on OpenGL ES, a cross-platform API for graphics targeted at embedded systems. This was the right starting place, because it made it possible to implement the same API in all browsers easily, especially since most browser engines were running on systems that had support for OpenGL."

And then it says later this:

"The major platform technologies in this space are Direct3D 12 from Microsoft, Metal from Apple, and Vulkan from the Khronos Group. While these technologies have similar design concepts, unfortunately none are available across all platforms."

And one imagines you could put up a big chart and have all the platforms as the columns and each technology as the row, and show all of the gaps. But the consensus is that Vulkan would show up on all the platforms except Apple's. So one might ask "well if you put Vulkan on your platforms, then you would be back to the WebGL situation where you had stuff that ran on all platforms and you could work on a Web API to that code.

So "optically" which is to say, to a casual observer, it seems like Apple is saying everyone put this new thing on your platform as this web api we're working on will talk to it.

I understand that you just want the best experience possible given the advances that have been made in GPUs over the last decade.

Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @03:35AM (#13596773)
But isn't the Vulcan situation on windows similar to the OpenGL one? You need to install drivers...

In which case won't browser makers target directx anyway, as they have with webgl?

Re:Apple proposes new web 3D graphics API by jamstruth on Wednesday February 08, 2017 @04:30AM (#13596999)
Why would Microsoft behave any differently to this new API when they have not officially supported previous open attempts?

Adding another standard to the mix just seems to be compounding the problem to me.

Re:Apple proposes new web 3D graphics API by Benjamin_Dobell on Tuesday February 07, 2017 @06:19PM (#13593961)
I think it's a bit disingenuous to say they're totally orthogonal. Presumably you understand that if Apple supported Vulkan natively, then "WebVulkan" would be the obvious choice for a web API (just as it was with OpenGL/WebGL).
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:41PM (#13594153)
I don't think browsers will choose to pipe this through Vulkan drivers on Windows (since they are all unofficial and in general don't have as complete coverage) and I don't think they'd choose to use unofficial Vulkan drivers for Apple platforms either, even if they existed.

Also, if you compare the sample code in the post with a sample of Vulkan code, I think it will be clear that a literal "WebVulkan" is a road best not traveled.

Re:Apple proposes new web 3D graphics API by comex on Tuesday February 07, 2017 @08:02PM (#13594703)
> Also, if you compare the sample code in the post with a sample of Vulkan code, I think it will be clear that a literal "WebVulkan" is a road best not traveled.

Are you sure? Don't forget about WebAssembly… Just as Emscripten currently exposes the original OpenGL ES API as a wrapper for WebGL, for the sake of porting existing C/C++ code that uses it, in the future there will be a desire to port Vulkan renderers to the web. That will be easier if the browser API is based on Vulkan; otherwise you'll end up with a shim on top of a shim. Also, the same arguments about developer familiarity that led to WebGL being designed as it is could apply just as well to Vulkan - albeit somewhat more speculatively, given Vulkan's newness.

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @10:12PM (#13595367)
It's likely there will be a need for a C++-level meta-API that can work on top of Vulkan, D3D and Metal. There's already been discussion of making such a thing. It would be nice if that could be exposed to WebAssembly via Emscripten.
Re:Apple proposes new web 3D graphics API by DLudwig on Tuesday February 07, 2017 @11:20PM (#13595721)
But to what degree might this 'meta-API' be different than WebGPU/JS? Might this effort effectively end up creating two, new APIs, each with different vocabularies (one for JS, another for C or C++)?
Re:Apple proposes new web 3D graphics API by monocasa on Wednesday February 08, 2017 @12:02AM (#13595899)
I mean, that's going to happen anyway.

The whole point of Vulkan/Metal/DX12 is that since GPUs have their own MMUs it's totally OK to seg fault your own process from the GPU side. You just crash your process, but you don't take down the system.

That line of thinking doesn't really translate well to a JS API.

Re:Apple proposes new web 3D graphics API by chc on Tuesday February 07, 2017 @09:10PM (#13595088)
What does "unofficial" mean here? AFAIK Vulkan is fully supported by the current versions of both AMD and Nvidia's Windows drivers, which seems about as official as a driver can get.
Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @07:46PM (#13594584)
So who stops Apple (and MS for that matter) from making it official? If it's about collaboration, let them grow up and stop their petty lock-in games. And if not, I don't think anyone should accept proposals coming from them for such things.
Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @03:40AM (#13596799)
The proposal in this case appears to be coming from the safari group rather than the metal one.

Even if that weren't the case, for a standard to be a success then pragmatism is more useful than idealism. Telling the maintainers of most of the worlds desktops to fall in line isn't really practical.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @06:20PM (#13593971)
If Apple supported Vulkan, all major platforms would support the same API. Exposing this to the web would be relatively straight forward. So, I don't think your assertion that they are orthogonal goals is correct.
Re:Apple proposes new web 3D graphics API by sydd on Tuesday February 07, 2017 @06:20PM (#13593965)
Why come up with a new API for this? Why not use the one supported by Google, and MS, Vulkan? We dont need another (a fourth!) API for the same thing. Introduce a web variant like Khronos with with WebGL (its almost like OpenGL ES, which is almost like OpenGL).
Re:Apple proposes new web 3D graphics API by acqq on Tuesday February 07, 2017 @06:26PM (#13594031)
> Why not use the one supported by Google, and MS, Vulkan?

https://www.lunarg.com/faqs/microsoft-support-vulkan/

"Microsoft has not expressed intent to support Vulkan."

Re:Apple proposes new web 3D graphics API by sydd on Tuesday February 07, 2017 @06:42PM (#13594169)
and the next sentence goes "However, there are well defined mechanisms by which IHVs can ship a Vulkan driver on any version of Windows. But it will be as it is the case now with OpenGL. That is, it is up to the application to negotiate with the implementation to install an appropriate Vulkan driver for the hardware that is on the machine."

Also "Vulkan is available on all versions of Windows that are on DirectX 12, so there is potentially some value to the developer community to having a single API that spans multiple Windows versions."

Vulkan is fully supported on Windows with semi-recent GPUs (e.g. its supported by Nvidia with Geforce 6xx - released in 2012!) by all vendors.

The article is only saying that MS defers what API is supported to GPU manufacturers. Its not supported by Xbox and Windows Phones, but Xbox is a very different market and no one cares about Windows Phone.

Re:Apple proposes new web 3D graphics API by guardiangod on Tuesday February 07, 2017 @07:06PM (#13594333)
Someone else mentioned that they don't care about Nvidia and AMD both advocating for Vulkan because I'm personally not interested in the big desktop PCs

https://en.wikipedia.org/wiki/Vulkan_(API)#Compatibility

In addition to Nvidia and AMD, Intel, Imagination Technologies, Qualcomm (!!!), and ARM support Vulkan. Hardware wise, there is absolutely no problem whatsoever.

Re:Apple proposes new web 3D graphics API by mrpippy on Tuesday February 07, 2017 @07:32PM (#13594491)
Intel has only released beta/test drivers for Windows, and this was their statement as of August:

The current Plan Of Record is that Intel® is not supporting Vulkan on Windows drivers. The drivers that were made available on Developer.com are intended for Vulkan developers.

So, it is expected that some Vulkan drivers may not work for end users.

Intel GPUs power at least 50% of Windows PCs, and I'd guess the number is closer to 70%. Unless this situation changes, Vulkan is not the single cross-platform answer.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:57PM (#13595600)
Intel has (unofficially?) said they will deliver production quality Vulkan drivers for their iGPUs. https://software.intel.com/en-us/forums/developing-games-and...
Re:Apple proposes new web 3D graphics API by acqq on Wednesday February 08, 2017 @05:10AM (#13597155)
Thanks for providing the link. The relevant quotes:

"Vulkan support right now is for 6th Generation and newer products and we are targeting developers not consumers. Thus why the releases are beta and are listed in the Game Developer Zone and not anywhere else."

is full Vulkan support planned for consumers: "To my knowledge yes, but I do not know when and would not want to hazard a guess"

Re:Apple proposes new web 3D graphics API by microcolonel on Tuesday February 07, 2017 @08:17PM (#13594801)
Windows 8 and older power more than half of Windows PCs, so Direct3D 12 is no more widely deployed than Vulkan.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:08AM (#13596676)
It is, given that Vulkan only has quality drivers on Android 7, currently 0.7%, and GNU/Linux, currently 2% of the desktop market, as per Steam dashboard.

Windows 10 is at around 25% currently.

Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @07:17AM (#13597680)
However, those Windows 7 and 8 machines with AMD and Nvidia GPUs do support Vulkan.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @07:46AM (#13597794)
Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @08:15AM (#13597922)
And game availability relates to GPU API support available at the platform... how exactly?

The fact that game studios decide to use one API or another is no factor in evaluating API availability. (Also note how many DX12 games not published by Microsoft are DX12 exclusives - that says something about Microsoft motives, but not about API qualities).

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @08:29AM (#13598004)
> And game availability relates to GPU API support available at the platform... how exactly?

When given the option, professional game developers choose the one that better helps them achieving their goals.

Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @10:32AM (#13598983)
There's a reason why DX had almost zero adaptation outside games. Maybe it is not that good API, if you need to support your app for a few years too. Games are fire and forget.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @12:08PM (#13599919)
Actually 2D and text rendering, WPF rendering, UWP Composition API, UI animation support.

All of them used by most desktop applications on Windows, including image, video and 3D editing applications.

Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @12:32PM (#13600170)
Not explicitly. It is used by platform libraries that these application use. Given that they are provided by the platform vendor - the same that pushes DX - it's no wonder, that it was being pushed there.

CAD, GIS, or other applications that need to use 3D explicitly, on the other hand.... Basically only Autodesk ventured there, with 3ds Max and AutoCAD (since 2015).

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @02:38PM (#13601328)
Well, Autodesk products are market leaders, probably Catia is the only alternative.
Re:Apple proposes new web 3D graphics API by vetinari on Thursday February 09, 2017 @05:37AM (#13605962)
There are actually many CAD packages, with different levels of complexity, from Siemens NX to VariCAD, plus myriads of domain-specific ones, like ArchiCAD.

For example, most of our customers prefer MicroStation, for some reason (no, we are not Bentley shop ;).

Re:Apple proposes new web 3D graphics API by microcolonel on Thursday February 09, 2017 @09:41AM (#13607197)
I'm sure you can see that 2/5 (approaching half) of the Direct3D 12 titles were published by Microsoft themselves.

And actually, by the numbers there are more titles on Vulkan than there are titles not released by Microsoft on D3D12.

Re:Apple proposes new web 3D graphics API by acqq on Tuesday February 07, 2017 @06:46PM (#13594212)
> by all vendors

NVIDIA and ATI are hardly "all" vendors I care about. I'm personally not interested in the big desktop PCs. YMMV of course. But I'm personally very against "winner takes it all" and I'd really like some more universal web API, especially one that consumes less power on the iOS devices.

Edit: the answer to the question below by sydd: I'm honestly and pragmatically interested in iOS and Apple devices, not Microsoft, and not the Google-controlled ones. All these comments are about Apple's proposal for a standard for Web. I'm with the ones having the smaller market share here. I'm still sad Opera Presto is no more. I consider such "smaller" players extremely important for the web.

Re:Apple proposes new web 3D graphics API by sydd on Tuesday February 07, 2017 @07:06PM (#13594332)
Then which vendors do you care about from the Microsoft ecosystem (which this thread is about)? Vulkan is supported by Nvidia, AMD and Intel, I think this covers >99% of the Windows landscape. Windows phone? or Xbox? Hololens?
Re:Apple proposes new web 3D graphics API by kalleboo on Tuesday February 07, 2017 @10:40PM (#13595508)
Intel does not support Vulkan. They had some beta drivers for devs to test on, but no further plans
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @11:07PM (#13595663)
This is not true. Intel has (unofficially?) said they will deliver production quality Vulkan drivers for their iGPUs. https://software.intel.com/en-us/forums/developing-games-and...
Re:Apple proposes new web 3D graphics API by goldfire on Tuesday February 07, 2017 @06:41PM (#13594154)
They don't need to support it, because the GPU vendors have done so in their drivers, so it works fine on Windows without Microsoft's assistance.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:09AM (#13596680)
Not on UWP applications, which are the future.
Re:Apple proposes new web 3D graphics API by douche on Wednesday February 08, 2017 @05:44AM (#13597304)
They've been saying that for a few years, but nobody seems to be buying it. The store is still a wasteland of mobile-style shovelware, and none of the real Windows applications have made the jump, far as I have seen.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @05:56AM (#13597341)
Many of the Windows 10 applications like the file explorer and Edge are UWP.

Also the majority of all the new OS APIs are UWP only.

Re:Apple proposes new web 3D graphics API by sydd on Wednesday February 08, 2017 @08:02PM (#13603717)
I dontknow, what are you trying to prove? Its a fact that from the new, low-level APIs (Vulkan, Metal, DX 12) Vulkan has the most widespread support:

Vulkan: Its on most Windows PCs, most Linux PCs, on newer Android devices, and on the Nintendo Switch. Also there are rumours of the next PS going with Vulkan too.

DX12: most Windows PCs, XBox One.

Metal: iOS/OSX only.

So its clearly the future on the desktop market. Obviously it will take a few years for it to spread, since AAA game companies go for the proven solutions.

On mobile, we will see, I cant imagine Google adopting Metal or DX12, and Apple sadly seems to be sticking to their proprietary API.

Re:Apple proposes new web 3D graphics API by pjmlp on Thursday February 09, 2017 @03:27AM (#13605469)
> Vulkan: Its on most Windows PCs, most Linux PCs, on newer Android devices, and on the Nintendo Switch. Also there are rumours of the next PS going with Vulkan too.

The most Windows PCs have Intel cards, which only have a beta driver available.

The majority of AMD and NVidia owners with Vulkan support, are on Windows 10, which supports DX12 anyway.

Newer Android devices, means Android 7, which thanks to how update process works, a whooping 0.7% market share, composed of Google Pixel, Smasung S7 and LG v20.

Nintendo has added Vulkan support to Switch, but they are only testing waters, the actual API that allows to make full use of the available hardware is called NVN.

Sony, I really doubt it. The PS4 APIs, the successor of LibCGM is actually quite close to DX 12 and the PS 3 experience with OpenGL ES wasn't that great.

http://sandstormgames.ca/blog/tag/libgcm/

Vulkan is still catching up with DX12 for stuff like multi-GPU processing.

Linux PCs are just 2% on Steam, and drivers are kind of working, hardly a value proposition to make to most professional game studios.

https://www.youtube.com/watch?v=ynyO3O3zd3E

Re:Apple proposes new web 3D graphics API by surrealize on Tuesday February 07, 2017 @08:56PM (#13595006)
> Apple supporting Vulkan on macOS and iOS wouldn't do anything to expose a new GPU API to the web. They are totally orthogonal.

The web GPU API and the lower-level API aren't "totally orthogonal" if you're using the Metal shader language in your web GPU API! You're trying get web authors to use (a part of) Metal! It's totally not orthogonal.

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @09:05PM (#13595059)
The Metal Shader Language use in our prototype is totally a placeholder, and the post says so. We expect the standards process to define new source and binary representations, possibly based on Khronos's SPIR-V.

The shader language is partly independent of the API though, and we though the API was the interesting thing to prototype, more so than shaders.

Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:12PM (#13595371)
That's already something. But you shouldn't have started with a bad placeholder, waiting for others to criticize and propose replacing it. Start with open languages and technologies right away.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:22PM (#13595414)
Should they have invented a different place holder (and all the work that would require) just to throw it away and be all data they weren't using the shader language that Vulcan uses?

The post was VERY clear that that was temporary while working on the other basics and a real decision would be made later.

Re:Apple proposes new web 3D graphics API by shmerl on Tuesday February 07, 2017 @10:24PM (#13595421)
This shows, that this idea wasn't thought through enough. And coming from Apple, it raises a concern naturally. These things should have solid foundations from the start.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @11:04PM (#13595644)
> This shows, that this idea wasn't thought through enough.

Isn't this the way you're supposed to do open source? Post code early and often for comments?

It seems like a ridiculous requirement that to show a sketch of what they think a web API should look like for next generation 3-D graphics they should have to design an entire shader language that's different from the one they already have.

It's just a placeholder. They didn't even SHOW the language. They just referred to its name and said they were using that for expediency during the initial version of the document they were showing.

Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @12:00AM (#13595891)
MSL is a non starter, because it's closed. Making a project from scratch that invites collaboration, requires thinking about such issues in advance and having them at the very foundation. That's my whole point. Failure to do it, is not an encouraging sign.

> should have to design an entire shader language that's different from the one they already have.

They don't need to design a new language - take existing open one and use it.

Re:Apple proposes new web 3D graphics API by MBCook on Wednesday February 08, 2017 @12:20AM (#13595977)
They explicitly said that it's a placeholder. They weren't suggesting it be used. It was just something easy for them to rig up for their initial demo.

I think you're reading a lot of intention that isn't there into that placeholder.

Re:Apple proposes new web 3D graphics API by shmerl on Wednesday February 08, 2017 @12:26AM (#13596019)
OK, so why take the wrong placeholder? Do the homework, and present the initial proposal in a better shape.
Re:Apple proposes new web 3D graphics API by oliverkyss on Wednesday February 08, 2017 @06:32AM (#13597481)
But why male models?
Re:Apple proposes new web 3D graphics API by givinguflac on Tuesday February 07, 2017 @06:19PM (#13593956)
Don't bother, they clearly don't get it.
Re:Apple proposes new web 3D graphics API by slavik81 on Tuesday February 07, 2017 @08:10PM (#13594764)
I have to agree. They lack credibility in this discussion. Apple's abandonment of open standards on the desktop leaves their proposal of related web standards looking very cynical.
Re:Apple proposes new web 3D graphics API by madeofpalk on Tuesday February 07, 2017 @06:37PM (#13594128)
...but Vulcan wouldnt run in a web browser anyway so whether Apple platforms support Vulcan or not is kind of beside the point, isnt it?
Re:Apple proposes new web 3D graphics API by saurik on Tuesday February 07, 2017 @06:46PM (#13594208)
That's like saying "OpenGL doesn't run in a web browser"... and then it did, because someone understood that having 99% the same API and shader language support in a web browser as what is used in native applications is extremely high value.
Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @03:48AM (#13596832)
It runs in a web browser sitting on top of different underlying apis though. Which is basically what's being suggest here.
Re:Apple proposes new web 3D graphics API by saurik on Wednesday February 08, 2017 @03:56AM (#13596861)
Many of the people in this thread are looking for the analogous solution to WebGL for Vulkan, and the primary argument for not doing it from the WebKit engineers is that Vulkan is a lower-level API than Metal and DirectX 12, which makes it difficult to impossible to simulate efficiently on top of those APIs; but, this is actually only a problem because Apple refuses to implement Vulkan.
Re:Apple proposes new web 3D graphics API by Nullabillity on Tuesday February 07, 2017 @05:58PM (#13593782)
> We're not complaining, we're explaining the lay of the land.

No, you're stating your own company's ambition.

Re:Apple proposes new web 3D graphics API by dman on Tuesday February 07, 2017 @06:17PM (#13593941)
While I have your attention - what can be done to improve the state of Vulkan and OpenGL on the mac - its the single biggest reason for me to ragequit the OSX platform every time I try to give it a shot.
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:42PM (#13594168)
I think you'll want to talk to Apple Developer Relations and see if they can put you in touch with the teams responsible for the GPU-level stuff. We as the browser team can't do much with this feedback.
Re:Apple proposes new web 3D graphics API by dman on Tuesday February 07, 2017 @07:24PM (#13594439)
I will try do do this, though I remain sceptical that this will lead to anything. Not supporting external graphics APIs and Apple effectively controlling the drivers seems to be more of a business decision to me than a decision from a tech / dev relations team. Unless someone high up at Apple takes a call that supporting something like Vulkan / OpenGL is the path forward I doubt that this can be solved in a bottom up manner.
Re:Apple proposes new web 3D graphics API by EdSharkey on Wednesday February 08, 2017 @02:14AM (#13596442)
Hi om2, this is completely off-topic, but I'm so intrigued that Safari devs are actually chatting openly about their product, I figured what the heck I'd ask something.

A few years ago, I tried my hand at making an HTML5 application using the apple-mobile-web-app-capable, apple-mobile-web-app-status-bar-style, apple-touch-icon-precomposed META tags and the apple-touch-startup-image LINK tag.

It was so slick how the iPhone put my webapp's icon on the home screen and had a very beautiful startup splash screen as well. It felt very native and I could feel Jobs' influence on the way that presented, especially because it reminded me of his original iPhone reveal where he hinted that one would write apps for the iPhone using HTML5 (this was prior to the appstore.)

Ultimately, I had to give up on offering my webapp as a homepage app because of differing behaviors of my page in application mode versus in Safari.

For one, if the user switched applications and switched away from my html5 application, it would fully unload. Whereas the same web page would only pause/suspend if safari lost focus (I assume this is iff there is enough memory to keep the tab alive/passivated, which is of course reasonable.)

I can't have my webpage unload/reload on focus changes because it's a single-page webapp and keeps a lot of transient state.

Second, if I recall correctly, there was some oddities about the browser chrome that differed between application mode and safari mode whereby you stole some extra screen real-estate in application mode with an opaque bar and I needed that space for my layout. This second issue I think would be already addressed because your devices post iPhone5 have larger screens.

It would be so neat if these limitations were lifted on HTML5 applications and I could offer it to my users! Are there new/recent improvements to the system that you can share with me? Are there any super secret toggles I might add to my meta tags to tell the iPhone to preserve my HTML5 app's context as aggressively as Safari?

Thanks for talking even though people here are dogging on your proposal!

Re:Apple proposes new web 3D graphics API by om2 on Wednesday February 08, 2017 @06:33AM (#13597486)
I appreciate the list of issues affecting home screen web apps on iOS. We're looking into improving how they work. I can't promise any specific set of improvements or timeline but we are aware of the issues you mention.
Re:Apple proposes new web 3D graphics API by EdSharkey on Wednesday February 08, 2017 @06:36PM (#13603271)
Appreciate the willingness to address it, it would be the completest thing if HTML5 Apps worked as well as safari tabs. Very empowering thing for you to do for us web devs, thanks!

If you can share any history or stories about the origins of that feature landing on the iPhone, I would be grateful. I find it all fascinating.

Re:Apple proposes new web 3D graphics API by sipos on Tuesday February 07, 2017 @08:20PM (#13594823)
It is a serious problem for the future of Apple that they have almost completely lost the support of software developers. It used to be that most software developers had MacBook Pros and, the ones that didn't wished they did. Now software developers are generally buying non-Apple machines and running Linux or Windows. In the short term, this is only a tiny market so the loss of sales is irrelevant but, these people are people that other people look to when they are deciding what to buy and, they are people that develop software that other people use. If there is no decent software for Mac OS because none of the developers who would otherwise write it and release it use it anymore, it will make it much harder for other people to use. Both of these are long term effects and, it is too soon to show their effect on sales but, they are important. Since the release of Mac OS X, it has been an attractive platform for developers but, this has completely changed in the last couple of years and, the only reason to use it now is for iOS development IMHO.

Windows has done an awful lot to make itself more attractive to developers recently because they get that it is vital for their future. I hate Windows but, even I have to admit, it has got way way better.

Apple's decision to stop producing things like AirPort Extreme or monitors is a stupid decision in the long run too. Even if these don't make any money on their own, part of what makes Apple an attractive platform to people is that they can buy everything from Apple and it work together so, even if these lose a bit of money, they make sense to do.

There are an awful lot of reasons to not use Mac OS so, it has to get the reasons to use it right and, it is quickly losing them. Fair enough, most of their money comes from selling iPhones but, sales of these will be seriously harmed in the long run if Apple can't sell other systems that integrate well with them. For example, Microsoft would not have to port or update Office on iOS if there wasn't the possibility that it could weaken their hold on the market if there was a Mac and iOS Office alternative. As it is, they would be insane not to support it on iOS but, without Mac OS and Macs, not doing so would be an option and, it would be a serious selling point for Windows phones. Apple's strategy is seriously broken and, it is going to be a serious problem for the company in the long term if it doesn't fix it soon, if it isn't already too late.

Re:Apple proposes new web 3D graphics API by Gorbzel on Tuesday February 07, 2017 @09:00PM (#13595027)
Oh please. Stop claiming every pet issue you have is shared by every developer and that it's "already too late."
Re:Apple proposes new web 3D graphics API by sipos on Wednesday February 08, 2017 @02:52AM (#13596606)
Where do I point to any "pet issues"?

I don't say it is already too late, I say it might be. That may be overly dramatic but, unless you refute that there is a problem with an actual argument, you are hardly arguing against that.

Re:Apple proposes new web 3D graphics API by Baeocystin on Wednesday February 08, 2017 @08:28AM (#13598000)
FWIW, I agree with you. The most recent macbook 'pro' release has caused a majority of the devs I know say 'screw this' and trade their macbooks in for surfaces. Not exaggerating. Apple should be concerned.
Re:Apple proposes new web 3D graphics API by Gorbzel on Wednesday February 08, 2017 @11:10AM (#13599313)
Apple sold a record breaking amount of tbMBPs in the quarter since its release.

The HN echo chamber is strong, but its silly anecdotes don't reflect reality.

Re:Apple proposes new web 3D graphics API by Baeocystin on Wednesday February 08, 2017 @11:17AM (#13599391)
Perhaps I was being unclear- I don't doubt that they sold a ton of them. The length of time since the previous update alone would ensure pent-up demand.

What I don't think they did is sell many to developers or programmers. Although small in number compared to the overall size of the market, Apple's losses there are important. Mindshare matters when you're talking about the people you expect to build the software for the platform you sell.

Re:Apple proposes new web 3D graphics API by johnsmith21006 on Thursday February 09, 2017 @01:02PM (#13609164)
Not true on Apple selling a record amount of Macs. Apparently they added 7 days to the quarter versus a year before and therefore Mac sales declined again. For 2016 Mac sales also declined compared to 2015. Apple Mac sales declining is tied to the lack of new OS X software, IMO. Otherwise why decline?
Re:Apple proposes new web 3D graphics API by johnsmith21006 on Thursday February 09, 2017 @01:06PM (#13609209)
Here is the Apple data and you can see for 2016 Mac sales declined 14%.

http://www.apple.com/newsroom/2016/10/apple

Re:Apple proposes new web 3D graphics API by Xixi on Wednesday February 08, 2017 @09:56AM (#13598626)
Not the person to whom you are asking, but this is my perception of Apple.

The state of OpenGL will never improve: if you've followed Apple at any point over the last 25 years, it's pretty clear that they disengage very quickly from any technology that is starting to look deprecated/not the future. It works for hardware and software: first iMac with only USB and Ethernet, dropping the floppy drive, dropping CD/DVD drives, avoiding Blue-Ray entirely [1], only USB-C on last MacBook Pro, flash, etc. So my opinion is that OpenGL will never be developed further at Apple. They will probably drop all OpenGL support at some point in the next few years.

The other thing that is clear is that Apple doesn't like having their hands tied by third parties. The lack of adequate Kaby Lake processors for the launch of the last MacBook Pro, and the subsequent heat/hatred directed towards Apple because of it [2], is probably making quite a few people think that at some point they will really have to move the whole Mac line to Apple made ARM processors.

Apple started to ship a working Metal implementation to iOS developers before Vulkan was more than a draft [3]. This freedom to move at their own pace is worth a lot to Apple. Vulkan is a great piece of technology, but I don't have high hopes for it to be supported by Apple anytime soon.

[1] There were some licensing issues there, but had Apple thought the future of media consumption to be BR I'm sure they would have found a comprise. Instead they found an excuse to promote streaming / the Apple TV.

[2] Including on HN, where I would have thought the average reader to be a little bit more sophisticated on these technical matters.

[3] I don't have the exact timeline in head, so I might be wrong.

Edit: typo

Re:Apple proposes new web 3D graphics API by yellowapple on Tuesday February 07, 2017 @06:14PM (#13593927)
"We're not complaining, we're explaining the lay of the land."

The "lay of the land" is that the rest of the world is adopting Vulkan, and therefore the right target for WebGPU is very obviously Vulkan. Even macOS and iOS can (theoretically) support it thanks to MoltenVK [0], and Vulkan is already available on Windows. Trying to wrap all three "major" native APIs is pointless when there's already one that works everywhere and does so reasonably well.

[0]: https://moltengl.com/moltenvk/

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:20PM (#13593967)
Vulkan on Windows is all based on unofficial drivers that don't come with Windows and aren't supported by MS. We don't think it's right to depend on this even if it's theoretically possible. Likewise for unofficial macOS/iOS drivers.
Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @06:28PM (#13594050)
> Vulkan on Windows is all based on unofficial drivers that don't come with Windows and aren't supported by MS.

This is not materially different than the situation with OpenGL, and yet I hope you'll agree that basing WebGL on OpenGL was the right decision, rather than inventing a new API based largely on a lower level API proprietary to a single company's platforms.

Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:45PM (#13594204)
As it happens, OpenGL was so high level that supporting it on top of DirectX was feasible. A number of Windows browsers use the DirectX back end to ANGLE, so users don't have to download OpenGL drives.

Unfortunately, that doesn't work as well for Vulkan. Vulkan is the lowest-level of the three APIs, so it's hard to support on top of Metal or DirectX 12.

Re:Apple proposes new web 3D graphics API by modeless on Tuesday February 07, 2017 @07:42PM (#13594554)
Since WebGL was released, Microsoft has demonstrated a new willingness to support Web graphics. They joined Khronos, and now ship a WebGL implementation of their own with Windows. I have confidence that if the industry moved toward a WebVulkan standard that this new Microsoft would make platform changes to better support it. Unfortunately I have no such confidence about Apple.
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @09:07PM (#13595076)
Why don't you ask Microsoft what they think about this proposal instead of speculating?
Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @04:03AM (#13596886)
Shipping WebGL is not the same as shipping OpenGL support, which they don't do. WebGL on Windows browsers is built on DirectX. Apple ship a WebGL enabled browser.
Re:Apple proposes new web 3D graphics API by dman on Tuesday February 07, 2017 @06:39PM (#13594145)
I would much prefer hardware vendor supplied drivers since they have an active interest in adding support for newer versions of graphics apis. OS vendors have proven to have a very poor track record supporting newer versions of graphics apis that they did not create themselves. (Microsoft support for OpenGL on Windows and OpenGL/Vulkan support on Mac). Calling driver vendors "unofficial" seems a bit backwards to me.
Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @08:07PM (#13594743)
You're leaving out the "official" counterpart- Direct3D drivers. Microsoft and hardware vendors both have an active interest in adding support for new versions there.
Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @07:59AM (#13597848)
Microsoft has interest for pushing new versions only in new OS releases and uses that to push these new OS releases - see DirectX since 10.

GPU vendors do not care, they will give you API to their hardware for any OS version that moves their wares. That's why I would trust more GPU vendors than OS vendor.

Re:Apple proposes new web 3D graphics API by cmiles74 on Tuesday February 07, 2017 @06:33PM (#13594099)
Is it your position that the only drivers worth using are those produced by the operating system's vendor? While I suppose this would make sense to Apple, it sounds entirely crazy to me. IMHO, it makes much more sense for the hardware vendor to write the drivers.
Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @04:07AM (#13596900)
The web is supposed to be a universal platform. It doesn't make much sense to limit a feature to the subsection of web users who install graphics drivers.
Re:Apple proposes new web 3D graphics API by yellowapple on Wednesday February 08, 2017 @04:50PM (#13602491)
In the case of Windows, the operating system installs proper drivers automatically. I don't recall if these are the exact same ones from, say, the NVIDIA or AMD or Intel website, but I'd be very surprised if these drivers didn't nonetheless ship with Vulkan support.

On the flip-side of that, the web is supposed to be a universal platform. It doesn't make much sense to limit a feature to the subsection of web users who have hardware that supports 3D acceleration. :)

Re:Apple proposes new web 3D graphics API by cmiles74 on Wednesday February 08, 2017 @08:54AM (#13598154)
I'm not saying that operating system provided drivers should be ignored, but that it makes no sense to ignore vendor provided drivers either. In this case we have all the major GPU vendors on board with the standard, yet Apple claims that since the OS vendor (i.e. Apple themselves) doesn't produce the driver, it shouldn't be depended upon.
Re:Apple proposes new web 3D graphics API by int_19h on Tuesday February 07, 2017 @06:29PM (#13594065)
What do you mean by "unofficial drivers"? Looking at the support matrix on Wikipedia, it seems that both NVIDIA and ATI support it in their official Windows drivers.
Re:Apple proposes new web 3D graphics API by Strom on Tuesday February 07, 2017 @10:44PM (#13595535)
I guess he means that Microsoft isn't aggressive enough in distributing these drivers via Windows Update. Definitely the case with older Windows versions like Windows 7 where Windows Update doesn't seem to offer GPU driver updates at all if you have manually installed something like the driver cd that was in the GPU box. However with Windows 10 they have gotten more aggresive in updating these drivers. [1] Still, a lot of people on older Windows versions where the GPU drivers are likely out of date enough not to contain Vulkan.

[1] http://winsupersite.com/windows-10/stop-automatic-driver-upd...

Re:Apple proposes new web 3D graphics API by yellowapple on Wednesday February 08, 2017 @04:52PM (#13602507)
"Still, a lot of people on older Windows versions where the GPU drivers are likely out of date enough not to contain Vulkan."

My guess would be that these same drivers would be out of date enough not to contain DX12, so if that's really the target, then there needs to be a fallback to OpenGL and/or an older DirectX.

Re:Apple proposes new web 3D graphics API by Strom on Thursday February 09, 2017 @04:14AM (#13605641)
DirectX 12 is only available on Windows 10, so that's the case regardless of drivers.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:28PM (#13595446)
I believe he means unofficial as in not provided by Microsoft. Microsoft works to make sure Direct3D works and I imagine they have lots of tests and compatibility suites there. I'm guessing they don't have any tests or standards were requirements around Vulcan.
Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @08:02AM (#13597861)
> I believe he means unofficial as in not provided by Microsoft.

Microsoft is only middle-man, the drivers are written by GPU vendors in the first place. Why should I prefer middle-man to the original source?

Historically, the drivers provided by Microsoft via Windows Update were worse (older) than those provided by GPU vendors directly.

> Microsoft works to make sure Direct3D works and I imagine they have lots of tests and compatibility suites there.

So do Khronos group and GPU vendors for Vulkan.

Re:Apple proposes new web 3D graphics API by 21 on Tuesday February 07, 2017 @07:22PM (#13594429)
NVIDIA/AMD drivers with Vulkan support pass through WHQL, which is as official as a 3rd party driver can get.

So calling them unsupported/unofficial is quite a stretch.

Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:29PM (#13595451)
Does WHQL actually include any Vulcan tests? The driver may be officially certified but is the featur in question?
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:43AM (#13596571)
What's probably more relevant is that those drivers pass the Vulkan conformance tests.
Re:Apple proposes new web 3D graphics API by jra101 on Tuesday February 07, 2017 @06:29PM (#13594060)
Intel's drivers may be beta but official NVIDIA and AMD GPU drivers both fully support Vulkan on Windows.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:40AM (#13596563)
> We don't think it's right to depend on this even if it's theoretically possible.

Care to elaborate on that?

In the worst case, someone could implement Vulkan on top of the "supported" API. Or, the OS developers could get with the times and ship a modern, functional system?

Re:Apple proposes new web 3D graphics API by yellowapple on Thursday February 09, 2017 @04:04PM (#13610970)
I'd hardly call the drivers distributed both via Windows Update and via the vendors' own websites "unofficial". They're about as official as it gets.
Re:Apple proposes new web 3D graphics API by vetinari on Wednesday February 08, 2017 @07:50AM (#13597817)
> Vulkan on Windows is all based on unofficial drivers

Drivers from GPU vendors are as official as it gets.

Re:Apple proposes new web 3D graphics API by Nullabillity on Tuesday February 07, 2017 @06:32PM (#13594092)
> We don't think it's right to depend on this even if it's theoretically possible. Likewise for unofficial macOS/iOS drivers.

Then focus on fixing that, instead of wasting time on bullshit like this.

Re:Apple proposes new web 3D graphics API by nothrabannosir on Tuesday February 07, 2017 @06:22PM (#13593983)
As an outsider, I'm very curious as to why this was downvoted. Is it incorrect? I know nothing about 3D platforms.
Re:Apple proposes new web 3D graphics API by pharrington on Tuesday February 07, 2017 @06:41PM (#13594159)
You say Vulkan drivers will, for the forseeable future, be of lower quality than D3D12 drivers and lack official support. Lets assume I blindly accept this faith-based argument. WebGPU than, must be implemented on top of D3D12 and Metal, two already very different APIs. What, than, makes a hypothetical WebVulkan unfeasible in contrast to WebGPU?
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @02:36AM (#13596546)
Keep in mind that DX12 doesn't support Windows 7 or 8, so that cuts out a significant portion of the existing market.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:10AM (#13596687)
Still higher than GNU/Linux will ever be.
Re:Apple proposes new web 3D graphics API by algo_cheese on Wednesday February 08, 2017 @04:46AM (#13597079)
Not if you take Android into account.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @05:19AM (#13597190)
Which is why I have precisely written GNU/Linux.

Android is a Java based OS, which happens to use Linux as kernel, Google can very easily change it to something else.

Only these set of C and C++ libraries are available to native applications on Android, which happen to be compiled to a .so anyway, to be loaded inside ART/Dalvik.

https://developer.android.com/ndk/guides/stable_apis.html

Trying to link into any other GNU/Linux library that happens to be on the devices, but isn't part of that list, will trigger an app termination, starting with Android 7.

https://developer.android.com/about/versions/nougat/android-...

Also, many POSIX APIs have been removed from the kernel and require extra wrapper libraries, if they can be emulated at all.

https://roxanageambasu.github.io/publications/eurosys2016pos...

https://thesai.org/Downloads/Volume4No7/Paper_15-POSIX.1_con...

Re:Apple proposes new web 3D graphics API by johnsmith21006 on Thursday February 09, 2017 @01:14PM (#13609297)
It has the Linux kernel you just bring the GNU or whatever you need. But Google now supports containers on ChromeOS so if access you can just run in a container and the use Android X Windows server on same box.

If Google would gives this away have my perfect development solution. I can play my Android games on my 2 in 1 and then use full Linux when in laptop mode. But I can also debug my containers on my laptop as native.

But when needed I have sold browser and other core things can never be touched. Basically give me a iPad and a Chromebook and a full Linux development machine. Well no kernel dev on Linux but most things, native, shared read, etc.

But I want an extra SSD that is separate from the kernel SSD. I think this can be done and even keep read share from boot dev and something running as a container.

Re:Apple proposes new web 3D graphics API by algo_cheese on Wednesday February 08, 2017 @07:30AM (#13597732)
Correct, Android is not GNU/Linux, I responded too fast. As the parent comment spoke about DirectX support, I should have phrased it 'Android is also in the camp of "Doesn't support DirectX" and counts for a large number of devices.'
Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @08:02PM (#13594705)
A hypothetical WebVulkan is tied to an API that it is guaranteed to have to translate from. A hypothetical WebGPU could simply be tweaked to better support its multiple target APIs.
Re:Apple proposes new web 3D graphics API by pharrington on Tuesday February 07, 2017 @08:56PM (#13595004)
The straightforward translation and predictability of a hypothetical WebVulkan is a strong point in its favor. WebGPU's JavaScript interface can be changed arbitrarily, yes; there is nothing simple about that process.
Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @09:15PM (#13595110)
Vulkan (and similar APIs) are straightforward as translation targets, not so much as sources.
Re:Apple proposes new web 3D graphics API by AlphaSite on Wednesday February 08, 2017 @08:53AM (#13598151)
Vulkan is a lower level API, so implementing it on higher level APIs becomes problematic.
Re:Apple proposes new web 3D graphics API by kristofferR on Tuesday February 07, 2017 @06:08PM (#13593865)
Why is DirectX support needed? Isn't Vulkan supported on the same platforms as DirectX anyway?
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:11PM (#13593897)
We expect DirectX 12 drivers to be more complete, more performant, and more likely to be available out of the box without a separate install. We expect Windows browsers will want to build on top of DirectX, not Vulkan.
Re:Apple proposes new web 3D graphics API by om2 on Tuesday February 07, 2017 @06:43PM (#13594182)
https://www.lunarg.com/faqs/microsoft-support-vulkan/

Microsoft won't support Vulkan officially, and apps would have to install their own Vulkan drivers.

Re:Apple proposes new web 3D graphics API by Kubuxu on Tuesday February 07, 2017 @07:13PM (#13594377)
Not true, Vulcan drivers are included in drivers of the GPU manufacturer.
Re:Apple proposes new web 3D graphics API by MBCook on Tuesday February 07, 2017 @10:25PM (#13595428)
No, Nvidia and AMD including Vulcan drivers. Intel isn't and said they don't plan to. Intel has a HUGE market share thanks to integrated graphics. There are other companies too.
Re:Apple proposes new web 3D graphics API by saurik on Tuesday February 07, 2017 @11:14PM (#13595694)
> https://software.intel.com/en-us/blogs/2016/03/14/new-intel-...

"DATE: March 11, 2016" "-NEW- Intel® Vulkan BETA 15.40.20.4404 Graphics Driver for Windows® 7/8.1/10 [15.40]"

> https://software.intel.com/en-us/blogs/2016/06/29/new-intel-...

"DATE: June 24 2016" "-NEW- Intel® Graphics Test Driver for Windows® 10 and Windows 7/8.1 [15.40.4473]"

https://software.intel.com/en-us/blogs/2016/06/23/intel-open...

"In his blog published on February 16, 2016, Imad Sousou shared that Intel was selected as one of the leading graphics platform suppliers with Vulkan* 1.0 drivers certified by the Khronos Group Consortium."

https://www.youtube.com/watch?v=bsOTVpepS44

"We are demoing Intel’s implementation of the API available on the latest hardware from Intel on 3 major operating systems: Windows, Linux and Android." Intel Engineer: "This really shows the industry is moving towards Vulkan."

https://www.khronos.org/conformance/adopters/conformant-prod...

Intel sure seems to have been making sure all of their chips are now Vulkan capable. All I can find for "they don't plan to" are what seems like rumors on one forum that are spawned by the current drivers being "unsupported" (but given that they are in beta, that makes sense to me: the storyline here is that they were provided for Vulkan developers to start testing their products and likely testing this driver). It really seems like Intel is at worst being "a little slow" to push Vulkan, but they are definitely not unsupportive.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @11:09PM (#13595670)
According to https://software.intel.com/en-us/forums/developing-games-and... Intel DOES plan on releasing official production quality drivers at some point.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:11AM (#13596690)
Planning and actually releasing is not the same thing.
Re:Apple proposes new web 3D graphics API by ioquatix on Wednesday February 08, 2017 @05:14AM (#13597164)
They HAVE released drivers, I've used them on both Windows and Linux.
Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @05:20AM (#13597199)
For developers, to try them out, not to the overall public.
Re:Apple proposes new web 3D graphics API by monocasa on Wednesday February 08, 2017 @12:15AM (#13595951)
> There are other companies too.

In addition to what people have said about Intel, Qualcomm, ARM, and IMG are all behind Vulkan. Who else is making GPUs these days?

Re:Apple proposes new web 3D graphics API by cmiles74 on Tuesday February 07, 2017 @06:29PM (#13594064)
I don't see why this would be the case. The vendors (i.e. NVidia) are providing the drivers, I see no reason why they would porposely cripple them.
Re:Apple proposes new web 3D graphics API by TazeTSchnitzel on Tuesday February 07, 2017 @08:05PM (#13594731)
It's the current reality with OpenGL on Windows, which is why Windows browsers do not implement WebGL with OpenGL, but rather by translating to Direct3D.

Maybe it'll be different for Vulkan, but that would be a surprise.

Re:Apple proposes new web 3D graphics API by Rusky on Tuesday February 07, 2017 @08:04PM (#13594716)
Because they have been doing so with OpenGL (an identical situation) for years.

Besides, "purposefully cripple" is inaccurate. They just put more effort into Direct3D because there's no reason to support OpenGL as fully.

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @05:48AM (#13597316)
Including the SDKs, AMD and NVidia SDKs for a long time used to have better DirectX tooling than OpenGL.
Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @06:28PM (#13594054)
Care to back up those assertions with real world evidence?
Re:Apple proposes new web 3D graphics API by spatulon on Tuesday February 07, 2017 @08:54PM (#13594992)
Chrome and Firefox felt there were sufficient problems with OpenGL driver availabity that they implemented WebGL using DirectX (via the ANGLE project), despite the more obvious mapping to OpenGL.

Is there any reason to believe that, unlike OpenGL, Vulkan drivers will be sufficiently widespread for browser vendors to use it on Windows?

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @10:48PM (#13595552)
That's really fascinating and I didn't know that.
Re:Apple proposes new web 3D graphics API by mrpippy on Tuesday February 07, 2017 @07:34PM (#13594498)
Intel has no stated intention of releasing production-quality Vulkan drivers for Windows. Forum statement from August:

The current Plan Of Record is that Intel® is not supporting Vulkan on Windows drivers. The drivers that were made available on Developer.com are intended for Vulkan developers.

So, it is expected that some Vulkan drivers may not work for end users.

Re:Apple proposes new web 3D graphics API by ioquatix on Tuesday February 07, 2017 @07:51PM (#13594628)
A quick google finds an Intel representative providing clarification: https://software.intel.com/en-us/forums/developing-games-and...

So, they ARE planning full Vulkan support on Intel iGPUs.

Re:Apple proposes new web 3D graphics API by mrpippy on Tuesday February 07, 2017 @08:42PM (#13594937)
Good find, it's a shame that the only info is buried in forums and there's no timeline or official statements.
Re:Apple proposes new web 3D graphics API by obl on Tuesday February 07, 2017 @06:25PM (#13594016)
xbox
Re:Apple proposes new web 3D graphics API by corysama on Tuesday February 07, 2017 @06:51PM (#13594252)
Concrete example: The PS4 dashboard is actually WebGL via Chromium (https://www.youtube.com/watch?v=sIhtcUvi0BQ&t=55m25s) I don't think PS4 supports OpenGL, DX or Vulkan. Sony has their own API.
Re:Apple proposes new web 3D graphics API by snuxoll on Tuesday February 07, 2017 @09:13PM (#13595104)
Sony has historically supported a variant of OpenGL on the PS3 (in addition to their low level API) - I would be surprised if they don't have one for the PS4.
Re:Apple proposes new web 3D graphics API by corysama on Tuesday February 07, 2017 @10:38PM (#13595494)
I worked on PS3. PSGL is the half-truth rumor that refuses to die. It was an experimental GLES1.0 with Nvidia's Cg shaders as an extension. I don't think any games actually used it.

https://en.m.wikipedia.org/wiki/PSGL

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:14AM (#13596700)
Besides what corysama replied, there are a few game blogs that described how bad it was, but I cannot link to them as I am behind a proxy currently.
Re:Apple proposes new web 3D graphics API by snarfy on Wednesday February 08, 2017 @10:18AM (#13598858)
If Vulkan doesn't have enough security features to support the web, you'd think Apple would work with Khronos to get them implemented, instead of rolling their own API.

It's yet more 'not invented here syndrome' from Apple.

Re:Apple proposes new web 3D graphics API by AsyncAwait on Tuesday February 07, 2017 @07:29PM (#13594471)
Are you familiar with https://xkcd.com/927 ?
Re:Apple proposes new web 3D graphics API by microcolonel on Tuesday February 07, 2017 @07:54PM (#13594645)
While Microsoft hasn't committed to supporting Vulkan first-party, every major Windows(and macOS) graphics vendor has a compliant Windows Vulkan driver which performs well, most vendors have two or three independent implementations. There are real applications being built today under the assumption that these drivers will continue to work.

Also, given that Windows versions other than ten still make up more than half of the PC market, Direct3D 12 is not even an option for most PCs, but Vulkan is.

So if we're being honest, it's not really "all three", but Apple vs. literally every other platform.

Obviously web applications can't simply be trusted not to crash an exposed driver, but "will result in a better API for the web." is exactly the opposite of what you would expect, given the history of high-level graphics APIs. Any layer of abstraction or heuristic other than those required for security reasons, will ultimately increase the number of implementation inconsistencies, that would be objectively worse.

Then consider just the shader language. It would be considerably easier and less error-prone to just support SPIR-V shader programs; but with this there will have to be even more levels of translation, even more places for things to go wrong, and a need to make completely new tooling to generate shader binaries.

Furthermore, driver bugs are a given, but Vulkan makes the skills to debug and report driver bugs portable across vendors and operating systems. If I'm an ISV and users are experiencing issues on Metal on OS X on an AMD card, I don't have layers, I largely don't know where to shim the library, and even if I could figure that out, why should I have to figure it out for every system?

Re:Apple proposes new web 3D graphics API by pjmlp on Wednesday February 08, 2017 @03:16AM (#13596708)
Sony and Nintendo don't support it as well.

Sony doesn't has official plans to ever doing it, as the PS4 APIs are better anyway.

Nintendo is only supporting Vulkan for easing bringing in titles to the Switch, because they actually have a better API called NVN that exposes all the graphics hardware features.

Re:Apple proposes new web 3D graphics API by MrScruff on Wednesday February 08, 2017 @03:58AM (#13596869)
Intel doesn't have a production quality Vulcan driver as of now.

Considering that browsers implemented WebGL on top of DirectX, why would it be any different for a proposed new API?

In which case it's reasonable to at least have a discussion about what this new API might look like.

Re:Apple proposes new web 3D graphics API by vbezhenar on Wednesday February 08, 2017 @08:35AM (#13598042)
> Also, given that Windows versions other than ten still make up more than half of the PC market, Direct3D 12 is not even an option for most PCs, but Vulkan is.

What hardware Nvidia and AMD will support with Vulkan? It might turn out, that they will support relatively new hardware and Windows 7 usually used with older hardware, so it might be unavailable even for Windows 7. And if those users will upgrade to Windows 10, they'll have working DirectX 12.

Re:Apple proposes new web 3D graphics API by microcolonel on Wednesday February 08, 2017 @02:10PM (#13601071)
They support mostly the same hardware with Vulkan, and they already ship Vulkan drivers by default through Windows Update. If they're on Windows 7, they'll have working Vulkan. If they move to Windows 10, they'll still have it.

NVIDIA provides Vulkan back to Fermi (April 2010). AMD provides Vulkan on all GCN models (January 2012). They provide this support on all supported versions of Windows. For Fermi cards, I believe NVIDIA may have shipped Vulkan drivers all the way back to Windows XP (though I think they stopped doing XP releases in June last year).