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by nchi3
1616 days ago
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>I don't see any benefit in using a castrated 3D API outside the browser. Castrated how? A single digit performance loss compared to the most extremely complex graphics APIs which aren't properly cross-platform? >Want Vulkan/DX12/Metal without boilerplate? >Just use Ogre or Godot, among endless other options. "I want a graphics API!" - "Use this game engine or this old and outdated graphics library instead" >Even Qt is better than what WebGPU is capable of. Ah, is it? Do you have any example of implementing forward+ rendering in pure Qt? No? What about GPU compute? Not that either? |
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> - "Use this game engine or this old and outdated graphics library instead"
That is the actual answer for when people ask that question, most of the time. Almost nobody is asking for a raw GPU API, which is what Vulkan, DX12, and WebGPU are. Rather they want a graphics API. Something that provides utilities and helpers. Something that can actually load textures, models, and animations. Or has a particle effect system.
But if all you want is a GPU API, as I mentioned far higher up in the thread there's no shortage of those today either (like bgfx, or even Angle). 'native' WebGPU isn't addressing some unserved market here.
Although if you actually do want a GPU API, there's also a good chance you actively don't want to use a middleware like WebGPU since it limits what you can do and gets in the way...