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> The abstraction that WebGPU provides is entirely the wrong level to most efficiently use Vulkan and D3D12 style APIs. I agree with this, although the WGPU pe
by Animats 1y ago
> The abstraction that WebGPU provides is entirely the wrong level to most efficiently use Vulkan and D3D12 style APIs.
I agree with this, although the WGPU people disagree.
There could be a Vulkan API for "modern Vulkan" - bindless only, dynamic rendering only, asset loading on a transfer queue only, multithreaded transfers. That would simplify things and potentially improve performance. But it would break code that's already running and would not work on some mobile devices.
We'll probably get that in the 2027-2030 period, as WebGPU devices catch up.
WGPU suffers from having to support the feature set supported by all its back ends - DX12, Vulkan, Metal, WebGPU, and even OpenGL. It's amazing that it works, but a price was paid.