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WebGPU/WebXR integration is ready for developers to start testing in Chrome canary! Available on Windows and Android with a couple of small example pages to get you started. Please give it a try, file bugs, and give us feedback! #WebGPU #WebXR

toji.devExperimenting with WebGPU in WebXRFor the last few months I’ve been working on implementing experimental support for WebGPU/WebXR integration in Chrome, and now it’s ready for developers to try on Windows and Android!

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WebGPU offers new features like Compute Shaders that can make better use of the GPU, and the API structure is designed to be less CPU heavy. Doing a direct port of WebGL code isn't necessarily going to result in automatic perf gains, but it gives developers a lot more tools to optimize with.

To speak to your example of more real time lights, WebGPU's compute shaders make it much easier to implement techniques like Clustered Shading which are aimed at enabling large numbers of realtime lights.

To add to what Brandon said, another potential win for WebGPU is the ability to create render pipeline objects at load time. With WebGL shaders often don't get compiled until the first draw call. Creating render pipeline objects up front can reduce runtime stalls, which is really important for XR.