▲ | nox101 4 days ago | |||||||
> The default texture limits without bindless are also way too small for serious applications I'm not disagreeing that bindless is needed but it's a bit of hyperbole to claim the texture limits are too small for serious applications given the large list of serious graphics applications that shipped before bindless existed and the large number of serious graphics applications and games still shipping that don't use them. | ||||||||
▲ | jms55 4 days ago | parent | next [-] | |||||||
It's partly because WebGPU has very conservative default texture limits so that they can support old mobile devices, and partly it's a problem for engines that may have a bunch of different bindings and have increasingly hacky workarounds to compile different variants with only the enabled features so that you don't blow past texture limits. For an idea of bevy's default view and PBR material bindings, see: * https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr... * https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr... | ||||||||
▲ | elabajaba 4 days ago | parent | prev | next [-] | |||||||
They're talking about the 16 sampled texture binding limit which is the same as webgl2. If you look at eg. the list of devices that are stuck with that few texture bindings they don't even support basic GL with compute shaders or vulkan, so they can't even run webgpu in the first place. | ||||||||
▲ | Animats 4 days ago | parent | prev [-] | |||||||
Yes. If you're stuck with that limitation, you pack up related textures into a big texture atlas. When you enter a new area, the player sees "Loading..." while the next batch of content is loaded. That was the state of the art 15 years ago. It's kind of dated now. | ||||||||
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