Rendering is _hard_, and Rust is an uncommon toolchain in the gamedev industry. I don't think wgpu has much to do with it. Vulkan via ash and DirectX12 via windows-rs are both great options in Rust.
> After four years of development, WGPU performance has gone down, not up. When it dropped 21% recently and I pointed that out, some people were very annoyed.[1]
Performance isn't most of the wgpu maintainer's (who are paid by Mozilla) priority at the moment. Fixing bugs and implementing missing features so that they can ship WebGPU support in Firefox is more important. The other maintainers are volunteers with no obligation besides finding it enjoyable to work on. Performance can always be improved later, but getting working WebGPU support to users so that websites can start targeting it is crucial. The annoyance is that you were rude about it.
> Google pushing bindless forward might help get this unstuck. Although notice that the target date on their whiteboard is December 2026.
The bindless stuff is basically "developers requested it a ton when we asked for feedback on features they wanted (I was one of those people who gave them feedback), and we had some draft proposals from (iirc) 1-2 different people". It's wanted, but there are still major questions to answer. It's not like this is a set thing they've been developing and are preparing to release. All the features listed are just feedback from users and discussion that took place at the WebGPU face to face recently.