WebGL 2.0 is locked into OpenGL ES 3.0, when they rebooted work to finally catch up with OpenGL ES 3.1 set of APIs, and already existing protoytpe from Intel[0] for compute, Google dropped their support for WebGPU because anyone that cares should migrate to WebGPU instead [1]. Two years later still no WebGPU.
So WebGL 2.0 is stuck in what we could consider iPhone 5S 3D capabilities, with no known game that is capable of matching Infinity Blade 3 [2].
In similar vein when WebGPU finally comes out this year (they were targeting 2022), we will have an API designed as MVP 1.0, with the capabilities from Metal/DirectX 12/Vulkan when they were at version 1.0 in 2015, while asking everyone to rewrite their GLSL shaders into WGSL.
No wonder that with fast Internet connections, game studios are more interested into adopting pixel streaming technologies using latest 3D APIs than investing into pure Web technologies.
Usually the community talks are all about 3D models for ecommerce shops, tile rendering for online maps and the return of Flash like tooling.
Something like Nanite or mesh shaders on WebGPU? It will never happen.
[0] - https://registry.khronos.org/webgl/specs/latest/2.0-compute/ [1] - https://bugs.chromium.org/p/chromium/issues/detail?id=113199... [2] - https://www.polygon.com/2013/9/10/4715534/infinity-blade-3-c...
For WebGPU it was the right decision to select the base feature set for the biggest possible reach. Desktop-GPU extensions can still be added on top when the need arises.
Just like it happened with WebGL, I bet WebGPU will stay at 1.0, and maybe around 2032 we might eventually get WebGPU 2.0 with the native capabilites available 2023.
https://source.android.com/docs/core/graphics/implement-vulk...
For instance the WebGL2 compute extension was put on hold exactly because WebGPU solves this better and is "just around the corner".
At very minimum something like Ogre3d or Open Inventor.
No one outside AAA studios cares about Vulkan, and Khronos had to come up with ANARI to try to move visualization companies out of OpenGL/DirectX into Vulkan.
"WebGPU was first published in mid-2021 (super new!), so it isn’t fully supported on browsers (also shows how you can enable it) yet".
My main goal is to bring this new technology into attention, I don't intend nor do I have any incentive to recommend people using it in production. Sorry if that wasn't completely clear.
Edit: I imagine it comes from here: https://www.w3.org/standards/history/webgpu - the first time a working draft was published on the w3c site, instead of only at the github repo, was then. But is it a meaningful date to mention?
https://groups.google.com/a/chromium.org/g/blink-dev/c/VomzP...