FragmentShader
Joined 2 years ago
Joined 2 years ago
I've used Linux Desktop for 2 years in 2018 for IT studies, it was mandatory. We were like 20 students and there was a new Linux-related complaint, timewaste and workaround every day. Nobody got their degree and thought "Y'know what? i'm gonna use linux at home!"
I still use Linux for servers nowadays, though.
> If you're doing any dev work at all native linux will cause way less headaches than WSL/mingw or whatever.
I use visual studio and I don't dev for linux, so I don't have this problem.
> Even the old folks in my family are all using linux these days because everything they do is in a browser and it's easier for them than windows.
If all you do is use a web browser, you might as well just use a chromebook.
> That and microsoft constantly changing things out from under you and reverting settings
My settings are never touched, but I agree they sometimes change stuff in a way that bothers me. Like, removing file explorer functionality in W11 and remaking it months later. But they usually make up for it by adding other cool features. Such as native (but slow) unzipping, file explorer tabs, power toys and so on.
The problem is that if you start gamedev by making engines, then you aren't aware of what you need to do.
To give an example, if you make font rendering and looks blurry/pixelated, what now? Oh, and a simple 2D game takes 8 seconds to load, wonder why?
Meanwhile, if you have ever made a Unity game, chances are you already know the keywords "SDF" and "Texture compression", because you tore down an already big engine for optimizing your game and accidentally learned about what features a game needs.
Meanwhile, for web, most web games are... uhhh, web games? Mobile-like? So, you usually aim for the best performance where every shader ALU, drawcall, vertex and driver overhead counts.
That said, I agree on your take. Things such as this (https://voxelchain.app/previewer/RayTracing.html) probably would run way worse in WebGL. So, I guess it's just a matter of what happens in the future and WebGPU is getting ready for that! I hope that in 10 years I can have at least PBR on mobiles without them burning.
Isn't Bevy using WGPU under the hood, and then they just compile with it both WebGL and WebGPU? That should be the same code Bevy-wise, and any overhead or difference should be caused by either the WGPU "compiler" or the browser's WebGPU.
I know, but that's the unique instance where I could find the same project compiled for both WebGL and WebGPU.
> Either way your graphics driver should be receiving roughly the same commands as you would when you use Vulkan or DX12 natively or WebGL, so there might be something else going
Yep, I know. I benchmarked my program with Nsight and calls are indeed native as you'd expect. I forced the Directx12 backend because the Vulkan and OpenGL ones are WAYYYY worse, they struggle even with 1000 triangles.
> That said though, they're already comparable which seems great considering how little performance optimization WebGPU has received relative to WebGL (at the browser level).
I agree. But the whole internet is marketing WebGPU as the faster thing right now, not in the future once it's optimized. The same happened with Vulkan but in reality it's a shitshow on mobile. :(
> There is some extra API call (draw, upload, pipeline switch, etc.) overhead because your browser execute graphics commands in a separate rendering process, so this might have a noticeable performance effect for large draw call counts. Batching would help a lot with that whether you're using WebGL or WebGPU.
Aha. That's kinda my point, though. It's "Slow" because it has more overhead, therefore, by default, I get less performance with more usage than I would with WebGL. Except this overhead seems to be in the native webgpu as well, not only in browsers. That's why I consider it way slower than, say, ANGLE, or a full game engine.
So, the problem after all is that by using WebGPU, I'm forced to optimize it to a point where I get less quality, more complexity and more GPU usage than if I were to use something else, due to the overhead itself. And chances are that the overhead is caused by the API itself being slow for some reason. In the future, that may change. But at the moment I ain't using it.
Here's an example of Bevy WebGL vs Bevy WebGPU:
I get 50 fps on 78k birds with WebGPU: https://bevyengine.org/examples-webgpu/stress-tests/bevymark...
I get 50 fps on 90k birds with WebGL: https://bevyengine.org/examples/stress-tests/bevymark/
So you test the difference between them with technically the same code.
(They can get 78k birds, which is way better than my triangles, because they batch 'em. I know 10k drawcalls doesn't seem good, but any 2024 computer can handle that load with ease.)
Older frameworks will get x10 better results , such as Kha (https://lemon07r.github.io/kha-html5-bunnymark/) or OpenFL (https://lemon07r.github.io/openfl-bunnymark/), but they run at lower res and this is a very CPU based benchmark, so I'm not gonna count them.
> be limited by the fill rate of your GPU
They're 10k triangles and they're not overlapping... There are no textures per se. No passes except the main one, with a 1080p render texture. No microtriangles. And I bet the shader is less than 0.25 ALU.
> at which point you should see roughly the same performance across all APIs.
Nah, ANGLE (OpenGL) does just fine. Unity as well.
> a lower GPU usage could actually suggest that you're bottlenecked by the CPU
No. I have yet to see a game on my computer that uses more than 0.5% of my CPU. Games are usually GPU bound.
omg I thought I was the only one that found that. I tried webgpu (On a native context) and it was slowwwww. Only 10k non-overlapping triangles can bring my RTX GPU to its knees. It's not the shader because it was only a color. It's not the overlapping (And I tried a depth prepass as well). It's not the draw calls. The API is slow, straight up.
In fact, you can try to open a WebGPU demo in your browser and check the GPU usage in the Task Manager. Close it, open a random webgl Unity game and you'll see how much a single WebGPU triangle takes compared to a full-fledged game.
On my computer, the average Unity game with shadows, shaders 'n stuff takes 5% GPU and a simple WebGPU demo takes 7%.
We were obviously talking about the classic Linux Desktop distros, and based on the whole conversation you should know that. If ChromeOS and Android were categorized as Linux distros, then nobody would hate/love Linux Desktop per se.