I think a better comparison would be more representative of a real game scene, because modern graphics APIs is meant to optimize typical rendering loops and might even add more overhead to trivial test cases like bunnymark.
That said though, they're already comparable which seems great considering how little performance optimization WebGPU has received relative to WebGL (at the browser level). There are also some performance optimizations at the wasm binding level that might be noticeable for trivial benchmarks that haven't made it into Bevy yet, e.g., https://github.com/rustwasm/wasm-bindgen/issues/3468 (this applies much more to WebGPU than WebGL).
> They're 10k triangles and they're not overlapping... There are no textures per se. No passes except the main one, with a 1080p render texture. No microtriangles. And I bet the shader is less than 0.25 ALU.
I don't know your exact test case so I can't say for sure, but if there are writes happening per draw call or something then you might have problems like this. Either way your graphics driver should be receiving roughly the same commands as you would when you use Vulkan or DX12 natively or WebGL, so there might be something else going on if the performance is a lot worse than you'd expect.
There is some extra API call (draw, upload, pipeline switch, etc.) overhead because your browser execute graphics commands in a separate rendering process, so this might have a noticeable performance effect for large draw call counts. Batching would help a lot with that whether you're using WebGL or WebGPU.