WebGPU is the next standard for computer graphics; it lets you increase your performance on web 3d graphics significantly. Unfortunately, it's still partially supported across the different browsers
I hope so; Threejs and Babylonjs already support WebGPU; and quoting what Mugen87 said: (discourse.threejs.org/t/will-three-js-continue-to-thrive-in-the-webgpu-era/34825/5) So I believe we're in good hands
Wow, a night and day difference! The framerate and Ray tracing are superb in WebGPU. Just need Unreal Engine 5/nanite on board! I'm sure Unity will support this eventually.
It's actually amazing. Counting the days to see it live in the chrome stable version.As you might know, Unity already supports webgl exports, so I guess they wil be interesting in porting for webgpu too.
to learn WebGPU, check out the samples here austin-eng.com/webgpu-samples/samples/helloTriangle for features here gpuweb.github.io/gpuweb/, but be mindful that WebGPU is still only "partially" implemented on the top browsers. Chromium was promised to release WebGPU to prod on May 2023. I have to say I'm excited to see how much performance gains and how much more creative freedom it might bring to us.
@@babahgee2529 many commercial apps can take advantage of the WebCPU to WebGPU transitions, I hope this will encourage people to make guides and courses on webgpu :D
@@ohzinteractive.studio Thank you. I see you were optimistic about vec3's in struct arrays and that webgl2s lights were in a naive loop - and a comment stated that only the naive path works in WebGL2. Both WebGPU and WebGL2 in naive mode peg my CPU and the framerate sucks (2-3 fps with no lights shown in WebGL2 - just the affects of light). So the default WebCPU program looks very snappy (30 fps), but this wasn't supposed to be a comparison of WebCPU to WebGL2 anyway, was it?