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Re: [Public WebGL] Caching shader compile assembly

On Thu, May 3, 2012 at 12:16 AM, Brandon Jones <tojiro@gmail.com> wrote:
It's worth noting that a great many desktop games will run through an "Optimizing shaders" step on first run or possibly during install. In that sense, the first-run experience for a WebGL app vs. a Desktop app wouldn't be that different.
Lengthy setup phases are kind of a problem for web-apps. The expectation of web-users is different than for desktop app install users.
Trying to cache compiled shaders server side strikes me as a bad idea anyway. You're denying the driver an opportunity to make the best choices for that particular hardware.
Yeah serverside caching sounds like a bad idea.