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Re:WebGPU demos by flohofwoe on Friday January 19, 2018 @08:33AM (#16186043)
Apple's WebGPU is just one of 3 proposals (from Mozilla, Google and Apple) of what the WebGL successor will look like. WebGPU is (more or less) a mapping of the Metal 3D API to the web, but the final standard API will have to be a common subset of Vulkan, D3D12 and Metal with a common shading language.

The WebGL programming model has a lot of shortcoming from a modern point of view, see here: http://floooh.github.io/2016/08/13/webgl-next.html (you can mostly ignore my criticism of adopting Vulkan for the web, the Mozilla proposal (called Obsidian) is pretty close to Vulkan, and doesn't look as bad as I feared when I wrote that blog post).

Re:WebGPU demos by kuschku on Friday January 19, 2018 @09:48AM (#16186554)
> a common subset of Vulkan, D3D12 and Metal with a common shading language.

So, Vulkan? This is literally what Vulkan exists for, and does – a shading language and API implemented by all vendors.

Re:WebGPU demos by jsheard on Friday January 19, 2018 @09:50AM (#16186566)
In a perfect world yes, but Apple doesn't support Vulkan and probably never will. Microsoft doesn't support Vulkan in UWP apps either.

Vulkan being a universal 3D API is a myth - it only exists on Windows (as a second class citizen), Linux, Android, and the Nintendo Switch.

Re:WebGPU demos by pjmlp on Friday January 19, 2018 @11:45AM (#16187590)
And on Switch, Nintendo also has their own API, in a similar vein to Sony when they toyed with OpenGL ES 1.0 support.
Re:WebGPU demos by kuschku on Friday January 19, 2018 @09:59AM (#16186643)
Well, then Apple users will just see what a Firefox user sees today when they visit Google Earth: Your Browser is not supported.

This isn’t an issue – there’s more people using Firefox, or even more unusual browsers, which can’t use half the web, than there are people using Apple devices.

Re:WebGPU demos by tpush on Friday January 19, 2018 @11:23AM (#16187372)
> [...] there’s more people using Firefox, or even more unusual browsers, which can’t use half the web, than there are people using Apple devices.

Highly unlikely.

Re:WebGPU demos by kuschku on Friday January 19, 2018 @02:45PM (#16189116)
In Germany, Apple has a sub-16% mobile marketshare, and even less on desktop. Firefox has 43% marketshare.

Google frequently releases major products without Firefox support, with this only being added months or years later.

This is reality today.

Re:WebGPU demos by tpush on Friday January 19, 2018 @03:05PM (#16189303)
Germany != the World.

Besides, market share of iOS in Germany is ~32% [1], and Firefox ~17% [2], according to stat counter.

And even those numbers are lower/higher(respectively) than those of countries like USA, UK, Australia, Japan etc...

[1] http://gs.statcounter.com/os-market-share/mobile/germany

[2] http://gs.statcounter.com/browser-market-share/all/germany

Re:WebGPU demos by kuschku on Friday January 19, 2018 @03:13PM (#16189371)
Congratulations, you counted mobile usage, not desktop usage.

I mentioned a 43% desktop ussge for Firefox.

Re:WebGPU demos by flohofwoe on Friday January 19, 2018 @10:20AM (#16186830)
Vulkan is only available on Win32, Linux and Android though. The reality is that there is no standard low-level 3D-API. I don't see this as a problem though, the complexity of Vulkan shows that it is very hard to create a one-size-fits-all 3D API, competition is good and Metal shows that it is possible to create a balanced 3D-API which combines modern features with ease of use.
Re:WebGPU demos by pjmlp on Friday January 19, 2018 @11:40AM (#16187542)
Regarding Windows, Vulkan is only available on the desktop.

UWP only allows for DirectX.

And it is an optional 3D API on Android, starting with version 7.0. Which makes it pretty useless when targeting the majority of Android market, given the whole upgrade story.

Re:WebGPU demos by kvark on Friday January 19, 2018 @08:51PM (#16191577)
This is solvable, to an extend, on the user side via a software layer ([1]).

[1] https://www.khronos.org/blog/khronos-announces-the-vulkan-po...

Re:WebGPU demos by applecrazy on Friday January 19, 2018 @09:53AM (#16186594)
Yeah, but I read somewhere that Apple dislikes Vulkan and will never support it on their platforms. After all, they have a competing API, Metal

Edit: Source: Hacker News comment a while ago by a person who talked to the team at WWDC

Re:WebGPU demos by j_s on Friday January 19, 2018 @01:20PM (#16188418)
https://hn.algolia.com/?query=metal%20wwdc&sort=byDate&type=... -> https://news.ycombinator.com/item?id=15734680

>acoye: I see a couple of issues with the Mac / TF OpenCL situation. Apple is pushing metal and performance shaders, I would not bet on strong support from them keeping up to date drivers with performant ocl. I asked at wwdc17 about vulkan and they clearly do not want it on their platform.

Re:WebGPU demos by namelost on Friday January 19, 2018 @10:51AM (#16187094)
Unfortunately for Apple, there's even more people outside of Apple who just wish Metal would die.
Re:WebGPU demos by ksec on Friday January 19, 2018 @12:57PM (#16188223)
I have never heard anyone who has used Vulkan actually advocate for it. But I have heard a lot of good things from Graphics Developers on Metal.

This isn't to say Vulkan is bad, everyone seems to be saying "In Vulkan, You really needs to know what you are doing".

Re:WebGPU demos by kvark on Friday January 19, 2018 @08:54PM (#16191589)
Metal the API has some elegance in it, but the target range of hardware is controllable and way more limited than what Vulkan was designed for. Apple can choose what graphics goes into their Macs and iPhones, collaborate with the mobile GPU provider, etc.
Re:WebGPU demos by pjmlp on Friday January 19, 2018 @11:43AM (#16187570)
Only on HN.

All major graphics middleware and image manipulation applications, are already Metal aware.