You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The multiDrawAPI isn't currently supported in WebGPU, which is why a single multi-draw call with 20,000 batched elements performs significantly better in WebGL, especially on smartphones.
This API is already available in Chrome Canary behind the chromium-experimental-multi-draw-indirect flag, enabled through enable-unsafe-webgpu. I plan to begin working with it over the coming weeks, as multi-draw is an important part of my workflow.
In the meantime, as discussed in this PR, we can implement a workaround using multiple drawIndirect() calls with a single indirect buffer, mapped at different offsets for each draw alongside Render Bundles. This approach can mimic the upcoming MultiDrawIndirect API until it becomes widely available: #29197 (comment)
For now, I’ll wait for @Spiri0's work on implementing drawIndirect that looks very promising, which will provide a solid base for that work: #29568 (comment)
Description
On Android ( Samsung Galaxy S20 FE ) BatchedMesh Example WebGPU is much slower :
WebGPU :
~13FPS
WebGL :
~25FPS
Reproduction steps
Code
Live example
``
Screenshots
No response
Version
r169
Device
Mobile
Browser
Chrome
OS
Android
The text was updated successfully, but these errors were encountered: