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Re:Raymarching Distance Fields (2008-2020 compilation) by CyberDildonics on Saturday January 09, 2021 @08:22PM (#25707339)
Why would raymarching and VR be different from anything else and VR? What is the overhead of webgl you are talking about?

Raymarching is heavily shader dependent which shouldn't be bottlenecked by webgl at all.

Re:Raymarching Distance Fields (2008-2020 compilation) by andybak on Saturday January 09, 2021 @08:30PM (#25707440)
I thought there were some differences in how shaders were compiled. I'm no expert on this but my understanding was always that WebGl couldn't get the same raw performance as native apps - even at the shader level.

Some of the slides here seem to support this: https://www.khronos.org/assets/uploads/developers/library/20...

Re:Raymarching Distance Fields (2008-2020 compilation) by CyberDildonics on Saturday January 09, 2021 @09:19PM (#25708041)
What part of the slides support that? All it says is 'loss of performance on some mobile devices'.