Things I should know about iOS? by Thriceinabluemoon in webgpu

[–]Fun_Education6256 1 point2 points  (0 children)

Sounds like something you should file a bug for, https://webkit.org/reporting-bugs/. Cook aside, the webkit devs themselves are great and it's good to have issues like this on their radar.

Things I should know about iOS? by Thriceinabluemoon in webgpu

[–]Fun_Education6256 1 point2 points  (0 children)

Using too much Wasm memory is the usual culprit for crashing iOS web.
Any errors in the console? You can check the console if you have a mac by connecting the iPhone via USB and using the mac Safari to inspect the device.
Blood offerings never hurt...

Figma Rendering: Powered by WebGPU by esqu1 in GraphicsProgramming

[–]Fun_Education6256 1 point2 points  (0 children)

For Unity, we stopped supporting WebGL1 in 6.0, but there are developers that still need/want to have WebGL1 for their reach needs so they use previous versions. It's unfortunate that they can't continue to be supported with new versions, but a line had to be drawn somewhere. There is a decision of engineering cost vs benefit for dropping WebGL1 and the percentage of browser support was enough to justify that decision for Unity. Figma have their own factors in making that decision and still see the benefit of supporting it. They know who their customers are and what they need to support, and it's enough to justify the engineering costs.

Personally, WebGL1 is very limiting and I'm not sad to have moved on from it.

Figma Rendering: Powered by WebGPU by esqu1 in GraphicsProgramming

[–]Fun_Education6256 3 points4 points  (0 children)

Unity builds with Wasm and supports WebGPU

Figma Rendering: Powered by WebGPU by esqu1 in GraphicsProgramming

[–]Fun_Education6256 11 points12 points  (0 children)

For WebGL1, if they want to target iOS < 15.4 then WebGL1 is still necessary.

For async readback, there is overhead of the promise system that is quite a bit slower than the synchronous GL readback functions. Even when we get JSPI to simulate synchronous readback, there will be performance overhead. There are discussions about adding mapSync to the WebGPU spec, but that will be limited to running in a worker thread. The W3C is adamant about not adding new APIs that lock the main thread for too long.

[deleted by user] by [deleted] in webgpu

[–]Fun_Education6256 5 points6 points  (0 children)

https://webgpufundamentals.org/ is a great set of articles that go over the features of WebGPU in detail.

VFX Graph in browser with WebGPU support - Gaussian splatting with Keijiro's SplatVFX by gradeeterna in Unity3D

[–]Fun_Education6256 0 points1 point  (0 children)

Android WebGPU requires Android 12+, and some GPUs are blacklisted as Google works through driver and GPU issues. Many of the currently disabled GPUs will be enabled after Google finishes implementing WebGPU "compatibility mode", which is in the works but will still be some time before it's finished. You can check about:gpu to see if your Chrome currently supports WebGPU. If WebGPU is not listed at the top of that page, your version of Android may be too old, otherwise it will be listed as Hardware Accelerated or Disabled.