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Re:Krita, OpenGL and Qt by jfkebwjsbx on Saturday July 18, 2020 @04:55AM (#23880069)
WebGPU is not high-level, no? It is closer to Vulkan than to OpenGL.

And I am not sure Vulkan runs everywhere... what about consoles?

Re:Krita, OpenGL and Qt by skocznymroczny on Saturday July 18, 2020 @07:06AM (#23880541)
WebGPU is very similar to Metal. While it is closer to Vulkan than to OpenGL, it's still higher level than Vulkan and easier to use.
Re:Krita, OpenGL and Qt by q3k on Saturday July 18, 2020 @05:12AM (#23880130)
> And I am not sure Vulkan runs everywhere... what about consoles?

The Nintendo Switch supports it. Playstations had their own custom proprietary API since forever, and Microsoft peddles their own API on Xbox.

Re:Krita, OpenGL and Qt by pjmlp on Saturday July 18, 2020 @09:22AM (#23881248)
Switch supports it alongside NVN and OpenGL 4.5, and most engines end up using NVN. Unity alone accounts for 50% of the games.
Re:Krita, OpenGL and Qt by akvadrako on Saturday July 18, 2020 @06:26AM (#23880394)
> WebGPU is not high-level, no?

Right - what I read is performant WebGPU is more consistent than Vulkan between GPU vendors and I understood that to mean higher-level. But perhaps it's just a promise of a better design.

Re:Krita, OpenGL and Qt by pjmlp on Saturday July 18, 2020 @09:10AM (#23881186)
Only on the Switch, and even then they have their own API, NVN, which is what most AAA and middleware like Unity actually use.