What part of WebGPU isn't meeting graphics performance? AFAICT it's only people who continue to treat it like WebGL. It's like C++ programmers complaining Rust is slow and then Rust programmers say "stop using it like C++". If you want perf in a low-level API liek WebGPU you have to work with it using patterns that fit. If you stick to your WebGL patterns then yea, your app will suck.
I was speaking more to the willingness of vendors to support. It's debatable how well WebGL(2)/WebGPU are designed and especially implemented. But it does seem like most evolutionary features, if they make it to browsers at all, would come from the WebGPU path. Not saying the reasons for that are good.
We just need a pervasive virtual computing environment where every inch isn't controlled by the manufacturer tuning the reality to their buisness.
Steam Frame ships with a closed virtual environment to create a StoreOS but launching an alternative open environment might be feasible. Then we just need good contained programs to explore safely over the net.
Should be totally feasible, I believe they have said its not locked in any way and you can put any software or OS on it that you like.
It will be a huge, huge breath of fresh air. I know I for one have not been building in VR because it has felt quite vendor locked with regards to hardware and stores. Same reason I don't do software for mobile.
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