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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.