#The #WebGPU AVBD-based physics engine is now live!

29 messages · Page 1 of 1 (latest)

torn salmon
finite atlas
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Interesting, but is slow 😖

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i test on window chrome

torn salmon
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what are your specs? and which example? I’ve been gunning for stability first, but there are numerous optimizations possible, so do point out what is slow for you. Browser compatibility is also in the queue

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for reference, most of the examples run 120 fps on my m3 max, with the exception of behemoths such as 64k blocks, or the coliseum

torn salmon
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Some discussion starting on the hackernews front page now, if anyone wants to jump in

knotty fable
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You might not know this,but i actually saw your work in graphics programming group and was inspired to try running some of my own physics experiments over webgpu,my works went on very different directions.But still its coolv. Bv,although mine is rather my own renderer,so theres that maybe you might find interesting https://null-graph.web.app/
https://youtu.be/Pku1u5erGrc?si=OKy1c8RD0G_4IAv7

torn salmon
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very trippy examples! 🙂

elfin ferry
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it works smoothly on my machine

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tho seems like on Firefox / zen it cannot get FPS nor cpu / gpu stats

torn salmon
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it’s not supposed to work on Firefox at all! 🙂 I have to check if ptr function arguments are now possible, that would be very neat

finite atlas
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i'm on windows chrome / threadripper 32 core / rtx 4090
first simple block demo run 20 fps ! but sometime more is unstable

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40 % gpu is a lot for so simple graphics

torn salmon
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anything in the logs? something has definitely gone wrong there

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@lth turning on the 'debug behavior' toggle, will slow things down by quite a lot, so make sure that isn't enabled. Also, if you could, enable 'debug timing' and paste the output for one frame in the console here, I'm very interested in seeing where the bulk of that time/frame goes

finite atlas
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there's already a bunch of logs

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haa seam's much better without debug timing
is enable by default

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yea is debug timing the problem's

amber estuary
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The deafult 5x5x5 stack is slow for me in latest Safari on Mac M1 Pro, getting around 10 FPS without any debug timings

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Smooth in Chrome

amber estuary
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It is keeping the GPU compute maxed out in Safari for some reason, I think (unlike WebGL) Safari has a different backend from Chrome for WebGPU?

torn salmon
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looks like ‘debug behavior’ toggle is enabled?

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oh, sorry, yall went past that already, Discord acting up 🙂

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cross browser support is in the queue, I’m surprised it even works in safari and firefox at all (ptr args, subgroup support) contributions welcome!

knotty fable
amber estuary
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Chrome was hitting 60 FPS but the GPU was still at maximum perf state and close to maxed out. Perhaps some of the techniques just don't map that well to Metal?

amber estuary