That said, there are some really nice learning resources for Vulkan as well, so if you're motivated and determined, it's also not a bad way to learn modern GPU.
I first tried WebGPU, and was so overwhelmed with detail that it was nearly impossible to connect the dots. So I went back and decided to learn WebGL first. I know that it's very different, but the whole state machine thing makes it so much easier to understand, at a conceptual level, what you're trying to do.
It didn't even take that long, just a couple of weekends and I was already familiar with the basics. I'm not going to waste time trying to become super proficient, but it gives me enough context to go back and try WebGPU again.
The video is more about shaders in Unity, but she explains the context behind what shaders are so much more clearly than anyone else I've come across.
As a newbie you probably don't want to deal with WebGPU directly, but rather use (wait for) a framework, that takes care of the details.
also, from the article, some poditive reinforcement about trying WebGPU:
> I got my feet wet and found that I didn’t find WebGPU significantly more boilerplate-y than WebGL, but actually to be an API I am much more comfortable with.
sometimes, there aint nothing like going to the source, finding out for yourself. is it the fastest way to get a job done? perhaps not. but the school of lifelong learning & struggles has it's upsides, can be a path towards a deeper mastery.
Sure, thats why I said "probably".
Anyone who wants the most performance and raw power needs to get to the source.
But most people using WebGPU are probably fine with a framework, that hides all the details. Like threejs did for webGL.
WebGPU is very similar to Vulkan, near a 1:1 in concepts. A lot of the new libraries (Metal, DirectX) are similar in fact, so learning WebGPU will get you extremely prepared for any of those.