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by steve_adams_86 553 days ago
This is really cool. I'm using an M1 Pro at the moment, and with all of the settings turned on I maintain around 50FPS. This seems pretty reasonable to me. Reflections, ambient occlusion, bloom, etc.

It looks like changing the shadow map resolution breaks things:

    None of the supported sample types (UnfilterableFloat|Depth) of [Texture "Directional Shadow Depth Texture"] match the expected sample types (Float).
     - While validating entries[3] as a Sampled Texture.
    Expected entry layout: {sampleType: TextureSampleType::Float, viewDimension: 2, multisampled: 0}
     - While validating [BindGroupDescriptor ""G-Buffer Textures Input Bind Group""] against [BindGroupLayout "GBuffer Textures Bind Group"]
     - While calling [Device].CreateBindGroup([BindGroupDescriptor ""G-Buffer Textures Input Bind Group""]).

    // redacted...

    webgpu-sponza-demo/:1 WebGPU: too many warnings, no more warnings will be reported to the console for this GPUDevice.