WebGPU is the new kid on the block - with lots of new bells and whistles - and streamlined API that offers an unprecidented level of optimization - but does that mean WebGL is dead?
Video Killed the Radio Star - Do you remember the song? We could say in the same context, WebGPU killed WebGL.
However, WebGPU wasn't developed to `replace` WebGL - it was proposed as a new tools/standard that would offer additional features and options. Did WebGL kill the HTML CANVAS API? No! It did, however, offer additional features and functionality for 3d graphics and glsl shaders.
The WebGPU API attempts to follow in the tracks of the `Vulkan API` by offering greater access to low-level components.
WebGL Will Stop Evolving
WebGL is a battle tested API that has stood the test of time! It's a popular well documented tool that will be around for a long long time. As it's part of the HTML specification - to remove it, would be like removing a limb! Akin to the CANVAS HTML API it will remain a crucial component, however, it will stop evolving and will do what it intended to do - which is be a simple Web Graphics API (akin to OpenGL).
WebGL will still be maintained and supported - but you won't see any new features or improvements (that's where WebGPU comes into play).
WebGPU isn't Safe! Yet!
The WebGPU API is new, it's going into uncharted teritories by unlocking features that have never been accessable in the web browser before - this new power comes at a risk. As it attempts to allow low-level access your specialist GPU hardware (GPU), this could cause problems! Security problems! Which is why, not all browsers are allowing WebGPU to run (i.e., typically disabled by default).
As it's disabled by default and see as a `high` risk API - this could cause problems later down the road - if it will become a hot potatoe that no one wants to use (in case their hardware driver has a bug or an issue which was missed - it could leave your computer vulnerable if you visit the wrong webpage).
Transitioning to the Cloud (Web)
The world is changing, and so are technologies - in fact, more and more applications are shifting towards web-based solutions - instead of developing bespoke applications for your computer that need installing (or apps that only run on certain operating systems or phones).
Web-based solutions run anywhere on anything - and offer an unprecidented level of freedom! You can develop an application, game, tool, editor, and share it via a web-page - and it can be opened and used without needing to be installed (it just runs). Isn't that great?
Because of APIs like the WebGPU, it doesn't suffer from the same limitations and bottlenecks that existing web-apps have suffered from (access huge amounts of computational power - e.g., Chat-GPT and other LLM can run in a web-browser using WebGPU - now that's isn't it ... yes?).
XR (eXtended Reality) is so much more than just graphics and games - it a whole new era of immersive interactive technologies. WebXR and WebGPU standards allow developers the ability to easily create, deploy and publish applications via the web.
WebXR needs WebGPU
Another sexy API that you might come across related to web-technologies is 'WebXR' - which allows you to run virtual, mixed and augmented reality applications/games in your browser! To let WebXR reach its full potential - it needs the WebGPU API. So that it can create high performance graphical solutions.
WeGPU and Mobile Phones
Today mobile phones are powerful, most already have high performance GPUs and memory that would make most desktops jelous! The WebGPU API is a forward thinking technology - as mobile technologies will continue to grow in power - so tvs, headsets, cars, even your fridge, will have a web-browers. If it has a web-browser, it will support the HTML specifications (including APIs like WebGPU).
Even now, it's not a new things to have a fridge with a web-browser - a fridge that can do more than just monitor the temperature of your frozen peas! But perform a variety of complex tasks and interactive menu options.
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