Comment by pjmlp
Comment by pjmlp 10 months ago
WebGPU, like WebGL, is a decade behind the native APIs it is based on.
No one asked for a new Rust like shading language that they have to rewrite their shaders on.
Also contrary to FOSS circles, most studios don't really care about Web 3D, hence why streaming is such a thing for them.
There have been HLSL to SPIR-V compilers for several years now, this is Microsoft own official compiler getting SPIR-V backend as well.
Because WebGL, just like WebAssembly (with its hacky thread support and compilation issues) is a giant kludge.
WebGL still has fundamental issues of not even supporting anything resembling a modern OpenGL feature set (with modern meaning 2010s era stuff like compute shaders and multi draw indirect) in theory, and in practice, macOS doesn't support WebGL2, meaning stuff like multiple render targets (which is necessary for deferred rendering), so it's almost impossible to make a modernish game that runs in a browser well.
Imo the problem isn't that WebGPU/Wasm is a decade/X years behind, but that we cannot reliably expect a feature set that existed on typical mid 2000s PCs to reliably work in the browser across all platforms (which is the whole point of the web).