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Remove WebGL1 support #5892
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Because why not: |
The time has come! |
In recent year, the only cases of WebGL 1 I've seen in production is a combination of old hardware and outdated software. There are various platforms with their stats, biased based on the audience (gaming websites, caniuse, etc). I believe it is time to go for WebGL 1. What would a major benefits would be for the engine by removing WebGL1? e.g. Transform Feedback (does WebGPU have alternative, Compute Shaders?), download size reduction, stability, some GLSL features, what else? |
We could use Uniform buffers on WebGL2 (to match WebGPU). We could add it now, but we'd have two systems. |
related: #5957 |
As mentioned as a response to the above tweet as well, Poki is still seeing around 5% of it's users using WebGL1: https://developers.poki.com/player-device-report/ |
Looks like Three.js is dropping WebGL1 support in their next release: mrdoob/three.js#27836 |
Yep, the timing is ticking here as well .. I suspect we won't have it for too long either. |
Bear in mind that updating three.js version in your project is optional, while with PlayCanvas Editor it will be enforced. This makes significant difference. |
The plan to phase out WebGL1 support from the PlayCanvas engine is following:
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Calling this done. RIP WebGL1. |
Wandering how many KB (%) this shaved of engine. |
@Maksims I would be very surprised if it was >5KB (compressed). It's definitely more interesting from an architectural simplicity point of view. |
Yep the size is not that important. But I can implement uniform buffers / refactor materials across the board. This can be a large win. |
As WebGL2 support is almost on all devices (that can run PlayCanvas content): https://web3dsurvey.com/webgl2, it's time to consider removal of WebGL1 support.
There are two stages to this:
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