From the PR, it sounds like the switch to WGPU is only for linux. The team was reluctant to do the same for macOS/Windows since they felt their native renderer on those platforms was better and less memory intensive.
> This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.
They probably will for memory usage. Current wgpu seems to have a floor around ~100mb that isn't there with other rendering backends (and it was more like ~60mb with wgpu a few months / versions ago).
Not sure if this is fixable in wgpu, or do with spec compatibility (my guess would be that it's fixable, just not top priority for the team atm).
WGPU is just a layer over the top of the native APIs on any given platform so unless Zed's DirectX/Metal renderers were particularly bad it's unlikely WGPU will be better here.
WebGPU has some surprising performance problems (although I only checked Google's Dawn library, not Rust's wgpu), and the amount of code that's pulled into the project is massive. A well-made Metal renderer which only implements the needed features will easily be 100x smaller (in terms of linecount) and most likely faster.
swiftcoder|16 days ago
This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.
nicoburns|16 days ago
They probably will for memory usage. Current wgpu seems to have a floor around ~100mb that isn't there with other rendering backends (and it was more like ~60mb with wgpu a few months / versions ago).
Not sure if this is fixable in wgpu, or do with spec compatibility (my guess would be that it's fixable, just not top priority for the team atm).
MindSpunk|16 days ago
flohofwoe|16 days ago
unknown|16 days ago
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vitorsr|16 days ago
ZeroCool2u|16 days ago