webtransport
gpuweb
webtransport | gpuweb | |
---|---|---|
11 | 56 | |
802 | 4,589 | |
0.9% | 1.0% | |
9.0 | 9.1 | |
9 days ago | about 5 hours ago | |
Bikeshed | Bikeshed | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
webtransport
- WebGPU – All of the cores, none of the canvas
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Firefox 114 released
WebTransport is now enabled by default and will be going to release with 114. As the original Explainer notes, it enables multiple use-cases that are hard or impossible to handle without it, especially for Gaming and live streaming. It covers cases that are problematic for alternative mechanisms, such as WebSockets. Built on top of HTTP3 (HTTP2 support will be coming later). The current implementation in Firefox is passing 505 out of 565 Web-Platform Tests.
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Alternatives to WebSockets for realtime features
WebTransport is still an emerging technology. As of November 2022, WebTransport is a draft specification with W3C, and there’s always a chance that aspects related to how it works may change.
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Librespeed - a Foss speedtest
Sort of. The browser will re-use the connection if you have a bunch of resources in the HTML. When rendering it sees that it needs 2 images and 3 javascript files from the same server, so it pipelines all of those. But for requests initiated from javascript, you're going to get a new connection for each one unless you're using a library that implements the long-polling hack. SocketIO can use the long-polling hack as a fallback if websockets is not supported. HTTP/2 (formerly SPDY) gets part of the way to replacing websockets, but it's not a synchronous link. Only the client can send messages to the server and the server can only respond to those message (with websockets, either side can send messages once the connection is open). FWIW, less than 50% of websites use HTTP/2. HTTP/3's webtransport looks like it could replace websockets, but it also looks like it'll live along side websockets.
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The WebSocket Handbook
If it's streaming data like dashboard statistics the new WebTransport API might be a much better base: https://github.com/w3c/webtransport/blob/main/explainer.md
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We Got to LiveView
Are you guys looking into the Web Transport protocol for the future? Right now you have to tunnel the websocket connections over http2 and it will probably be the same for http3 afaik.
I know there is this work in progress (https://w3c.github.io/webtransport/) and websockets are probably fine for a long time but sooner or later (unless there is an update to websockets) it will probably be faster to just do normal http requests and listen on server sent events.
What are your thoughts for Liveview for the future? Will it forever stay on websockets or would you be open to change the underlying technology if / when new stuff becomes available?
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WebTransport is a proposed API to expose QUIC's datagrams and streams to JavaScript clients
The W3C draft is here: https://github.com/w3c/webtransport
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The History and Future of Socket-level Multiplexing
It's taken nearly 10 years for QUIC to be refined and adopted in the wild and we're basically there. There's even a new browser API in the works called WebTransport.
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Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
tl;dr using WebRTC just for realtime client<->server data sucks, but WebTransport[1] is coming soon to serve that exact usecase with an easy API
WebRTC has data channels, which are currently the only way to achieve unreliable and unordered real-time communication (UDP-style) between the browser and other browsers or a server. This is pretty essential for any networked application where latency is critical, like voice and video and fast-paced multiplayer games.
As other commenters have noted, it's a royal pain in the ass to set up WebRTC if all you want is UDP-style communication between a server and browser, since you need to wrangle half a dozen other protocols in the process.
However! A new API, WebTransport[1], is actively being developed that will offer a WebSockets-like (read: super simple to set up) API for UDP-style communication. I am extremely excited about it and its potential for real-time browser-based multiplayer games (which I'm working on).
https://github.com/w3c/webtransport
gpuweb
- WGSL Is Terrible
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WebGPU now available for testing in Safari Technology Preview
People keep spreading this incredibly misleading statement, and yours is even more misleading (suggesting Apple opposed a 'GPU WASM')
By all accounts, Apple's /only/ stance was that if WebGPU used SPIR-V it would be a non-starter for them, due to ongoing legal issues between Apple and Khronos.
Apple actually proposed WebHLSL in collaboration with Microsoft, to have HLSL be the standard.
Mozilla employee's stance[0] was that SPIRV was too low level, did not fit with the goals of WebGPU portability and security, and expressed concern that Khronos may add functionality to SPIRV they cannot support in WebGPU like raytracing instructions .. 'So we'd always be on the verge of forking SPIR-V in some way.'
It was also noted by many people that even if a bytecode format was used, it would still have to be translated to the target (HLSL/DXIL, MSL, etc.) in almost the same way a text format would.
Nobody proposed a 'GPU WASM equivalent' or an alternative bytecode format.
The hard truth is that shader compilation is a fucking nightmare, people do not realize how bad it is across the different native APIs. SPIR-V is good, but it doesn't solve that - and presents other challenges if you are a web browser API. Vulkan and SPIRV are not the golden goose many make them out to be.
[0] https://github.com/gpuweb/gpuweb/issues/847#issuecomment-642...
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Show HN: WebGPU Particles Simulation
Yes it is still a bit new. WebGPU is not finished and is still being worked on: https://webgpu.io/
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Capturing the WebGPU Ecosystem
WebGPU currently doesn't support the "bindless" resource access model (see: https://github.com/gpuweb/gpuweb/issues/380).
The "max number of sampled texture per shader stage" is a runtime device limit, and the minimal value for that seems to be 16. So texture atlasses are still a thing in WebGPU.
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Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- How to get Chromium working with the Vulkan driver on a RPi4?
- Anyone has Chromium WebGPU working?
- [Rust_Gamedev] WGSL est-il un bon choix?
- I want to talk about WebGPU
What are some alternatives?
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
wgsl.vim - WGSL syntax highlight for vim
phoenix-liveview-counter-tutorial - 🤯 beginners tutorial building a real time counter in Phoenix 1.7.7 + LiveView 0.19 ⚡️ Learn the fundamentals from first principals so you can make something amazing! 🚀
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
Mercure - 🪽 An open, easy, fast, reliable and battery-efficient solution for real-time communications
noclip.website - A digital museum of video game levels
datagram - In-progress version of draft-ietf-quic-datagram
BestBuy-GPU-Bot - BestBuy Bot is an Add to cart and Auto Checkout Bot. This auto buying bot can search the item repeatedly on the ITEM page using one keyword. Once the desired item is available it can add to cart and checkout very fast. This auto purchasing BestBuy Bot can work on Firefox Browser so it can run in all Operating Systems. It can run for multiple items simultaneously.
stimulus_reflex - Build reactive applications with the Rails tooling you already know and love.
wgpu-rs - Rust bindings to wgpu native library
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
WASI - WebAssembly System Interface