- From: Simon Heath <icefox@dreamquest.io>
- Date: Mon, 15 Jul 2019 00:09:51 -0400
- To: public-gpu@w3.org
Dear GPU on the Web Community Group, I'm nobody. I make indie video games and open source game libraries for fun. But this is a public mailing list, so, please allow me to bring your attention to this segment of the recent State Of Godot presentation at GDC: https://www.youtube.com/watch?v=C0szslgA8VY&t=2195 Quote: "Apple is fighting with everyone about the shader language used, they are acting like little kids, so when they stop quarrelling we will probably have WebGPU." Regardless of the accuracy of this statement, it is a perception I have heard before from people who are following the WebGPU development process, from the people who are interested enough in writing software using this and to be playing with existing implementations even though they're not finished. "Some companies want one kind of language, others want a different kind of language, and they're really just fighting over vendor lock-in rather than technical advantages." And from my digging into the WebGPU group meeting minutes and Github issues a little, it's easy to see how one could form that impression. This perception is bad. It makes the web ecosystem look bad. It makes the companies currently slap-fighting each other for market share look bad. And no matter who "wins" it will probably result in a mediocre, nasty, compromise solution that makes us all lose. That's how these things generally end, after all. It will be more complicated for browsers to implement. So, each vendor's browser team will focus on their preferred portion of the standard that they managed to force down everyone's throat, leaving other portions unimplemented or poorly implemented. So, it will have more platform-specific bugs, performance problems and feature differences. So, web developers will have to do more work to try to paper over the flaws to make a program that just heckin' works reliably. We've seen this happen over and over again with different technologies, and from the outside it looks exactly like we're seeing it again now. This is nonsense. All I want is to make web games that work. So, instead of continuing to argue over petty corporate interests in the guise of technical merits, allow me to propose a drastic, nay, radical change of approach in shader language design: 1) Ask game and engine developers what sort of tool they want, 2) Make that. Sincerely, Simon Heath
Received on Monday, 15 July 2019 06:57:42 UTC