Comment by slimsag
8 months ago
I am referring primarily to the fact that a restricted subset of WebGPU is needed ('compatibility mode') to support D3D11 / GLES era hardware[0]
8 months ago
I am referring primarily to the fact that a restricted subset of WebGPU is needed ('compatibility mode') to support D3D11 / GLES era hardware[0]
There's a *massive* difference in capabilities between GLES3.0 (e.g. WebGL2) and D3D11 though (GLES3.0 is more like 'late D3D9 era') ;)
And interestingly, WebGL2 in Chrome on Windows (which runs on top of D3D11) handily beats WebGPU in some of my tests (with setBindGroup being the bottleneck).