| ▲ | swiftcoder 3 hours ago | |||||||||||||
> they felt their native renderer on those platforms was better and less memory intensive This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way. | ||||||||||||||
| ▲ | nicoburns 25 minutes ago | parent | next [-] | |||||||||||||
> This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way. They probably will for memory usage. Current wgpu seems to have a floor around ~100mb that isn't there with other rendering backends (and it was more like ~60mb with wgpu a few months / versions ago). Not sure if this is fixable in wgpu, or do with spec compatibility (my guess would be that it's fixable, just not top priority for the team atm). | ||||||||||||||
| ▲ | MindSpunk 2 hours ago | parent | prev | next [-] | |||||||||||||
WGPU is just a layer over the top of the native APIs on any given platform so unless Zed's DirectX/Metal renderers were particularly bad it's unlikely WGPU will be better here. | ||||||||||||||
| ||||||||||||||
| ▲ | flohofwoe 3 hours ago | parent | prev | next [-] | |||||||||||||
WebGPU has some surprising performance problems (although I only checked Google's Dawn library, not Rust's wgpu), and the amount of code that's pulled into the project is massive. A well-made Metal renderer which only implements the needed features will easily be 100x smaller (in terms of linecount) and most likely faster. | ||||||||||||||
| ||||||||||||||
| ▲ | 2 hours ago | parent | prev | next [-] | |||||||||||||
| [deleted] | ||||||||||||||
| ▲ | vitorsr 2 hours ago | parent | prev [-] | |||||||||||||
Please elaborate, I am curious to why would you think WebGPU would meaningfully beat their Metal/DirectX renderers. | ||||||||||||||
| ||||||||||||||