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Re: [Public WebGL] Safari WebGL issues

Their official response will be that they are migrating to WebGPU and do not want to put more resources in WebGL.

It is sad but for me it seems like a dead-end to support safari.

On Tue, Jan 8, 2019 at 1:17 PM Florian Bösch <pyalot@gmail.com> wrote:
There's a set of recurring issues that keeps happening on Safari (both on desktop and mobile) for WebGL
  1. Frequently there are updates which break WebGL on a driver (in OSX/iOS updates) or frontend level (in Safari updates). These updates are usually unannounced and it can happen at minor or major updates, and whatever they break is often not fixed, or fixes are very slow coming.
  2. Performance of WebGL on Safari is generally poor
  3. Due to poin #1 and the accumulation of quirks, broken things and lack of features working with WebGL on Safari is very cumbersome
Modelo (https://modelo.io/) has dropped WebGL support entirely for Apple devices. Inzept3D (https://inzept3d.com/) is struggling to justify the engineering effort required to make things work on Apple devices, since the payoff at best is a severely restricted/dumbed down implementation that runs slowly.

Doubtlessly others have experienced similar issues. It is a sorry state of affairs that Apples WebGL implementation is so unsatisfactory, for WebGL is meant as something that "just works" (that's the "Web" part in WebGL).

I'd plead for Apple to make things right, and become an excellent WebGL citizen offering a compelling implementation that achieves a high conformance level, few quirks and good performance.