You would prefer a language like Rust instead?
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Replying to @jhaberstro
Eh. I think I’d prefer a different language entirely, to be honest :) Like a modernized GLSL. Developer ergonomics are just different between CPU and GPU because the hardware is so different.
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Replying to @pcwalton @jhaberstro
I don’t love GLSL and especially don’t love HLSL, mind you. :) I think Metal Shading Language is better than HLSL at least…
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Replying to @pcwalton
Ok, that's what I was wondering. So really, your original complaint is not a "Metal" complaint, but really a "GPU ecosystem" compliant haha (which I totally get).
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Replying to @jhaberstro
Yep. Metal as an API is basically fine. As a side note, it’ll be interesting to see how WGPU compares: I suspect that WGPU will end up looking similar to Metal.
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Replying to @pcwalton
Yes, I haven't followed it closely, but I remember looking at an early prototype and thinking "that looks familiar!".
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Replying to @jhaberstro @pcwalton
I'm not sure who the target clients of WGPU are though. As least for game devs, 90% of them use Unity or Unreal. The remaining (mostly) don't want a portable abstraction because it's to their advantage to tailor to the platform.
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Replying to @jhaberstro
I want a portable abstraction! And the popularity of MoltenVK suggests there are a lot of people like me.
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Replying to @pcwalton
Are there reported numbers for MoltenVK? I thought Vulkan adoption was quite low still, let alone MoltenVK.
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Replying to @jhaberstro @pcwalton
But yes, I suspect most users of something like WGPU would probably be in industries I’m less in-tune with (like cross platform browsers)
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Maybe! I’m not in the game industry so don’t really know.
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