Hi folks, it's been a week, is anyone from the relevant team able to review
this and respond?

Best regards

Ashley

On Wed, 20 Nov 2024 at 16:54, Ashley Gullen <ash...@scirra.com> wrote:

> Hi Blink developers,
>
> I am concerned about this entry on Chrome Platform Status "Remove
> SwiftShader fallback", currently scheduled to ship in M133:
> https://chromestatus.com/feature/5166674414927872
>
> There does not appear to be an associated bug, nor have I seen any intent
> to deprecate associated with this on blink-dev. It appears to be an
> unannounced unilateral decision by Google which I'm worried has the
> potential to have a big impact on products and web content relying on
> WebGL, like our commercial browser-based game engine Construct (
> www.construct.net).
>
> For many years now web developers have been able to assume that WebGL
> support is ubiquitous. Numbers are hard to come by, but the best available
> are probably from Web3DSurvey (https://web3dsurvey.com/): WebGL 1 is
> supported on ~99.7% of devices, but ~2.7% of uses report "major performance
> caveat", which seems likely to indicate SwiftShader. At web scale, this is
> tens of millions of users. Worse, this survey may in fact be biased towards
> high-end users with more modern systems that are more likely to have
> hardware/driver support for WebGL - the real number could be larger. WebGPU
> still has much lower support numbers so that does not look like a
> workaround. Canvas2D is not a viable workaround for modern content, and the
> ubiquity of WebGL has meant even tools like Construct that used to support
> a Canvas2D fallback ultimately removed it and went all-in on WebGL.
>
> I suspect for years we have been able to assume that WebGL support is
> ubiquitous in large part due to the Swiftshader fallback covering the last
> few percent of users who don't have suitable hardware/drivers. Content that
> works slowly is better than content that does not work at all, and I fear
> that removal of this fallback will result in companies like us, as well as
> other major users of WebGL (three.js, itch.io, etc.) being inundated with
> "your content stopped working!" complaints. I also find it hard to
> understand that "users have a poor experience" with the CPU fallback being
> given as a justification for this, as content that does not work at all is
> a far worse experience than having it run but slowly, and is far more
> likely to result in customers contacting support.
>
> This could end up being a disaster for us. It would help ease my mind if
> Google could:
>
>    - Provide data about the Internet-scale usage of software fallback for
>    WebGL demonstrating that removal will have minimal impact
>    - Use some other software fallback like WARP on Windows:
>    
> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp
>    - Provide software fallback for WebGPU so there is a possible
>    workaround with the newer API
>    - At least delay this decision until there has been time to discuss
>    with WebGL developers and determine the impact, identify workarounds,
>    implement them and roll out the changes
>
> It would also be useful if Google could explain the precise timeline for
> this - it's not clear whether M133 is the beginning of a deprecation
> period, or the point of removal.
>
> Best regards
>
> Ashley Gullen
> Scirra Ltd
>

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