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modeless 4 days ago

You don't have to settle for the default limits. Simply request more.

jms55 4 days ago | parent | next [-]

We do when there available, but I think the way browsers implement limit bucketing (to combat fingerprinting) means that some users ran into the limit.

I never personally ran into the issue, but I know it's a problem our users have had.

modeless 4 days ago | parent [-]

That makes sense. I bet the WebGPU WG would be interested in hearing about that experience. They might be able to make changes to the buckets.

adastra22 4 days ago | parent | prev [-]

Yeah I went down the rabbit hole of trying to rewrite all our shaders to work on webgpu’s crazy low limits. I’m embarrassed to say how long I worked that problem until I tried requesting higher limits, and it worked on every device we were targeting.

The default limits are like the lowest common denominator and typically way lower than what the device actually supports.