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Is there a benefit of using Vulkan over WebGL?

I would think you can achieve similar speed using WebGL in the browser and then have all the comfortable functionality of the browser for free.




This is for Node.js, so it's for desktop app, not web app (it's not possible to use Vulkan on the Web).

For the web, you have no choice but to use WebGL.


The future is WebGPU.

If you're interested on why a Vulkan binding for the web is not a good idea, I found this doc (from two engineers working at Google) quite interesting : https://docs.google.com/document/d/1-lAvR9GXaNJiqUIpm3N2XuGU...


Thank you for the document !

Definitely, having some form of GPGPU on the web is the next step. It is currently one of my few complaint with WebGL: The lack of compute shader.


You can do GPU compute without the OpenGL "compute shader" feature. WebGL 2 has much improved features for it vs WebGL 1.

There are existing GPGPU things running on WebGL, see eg https://github.com/tensorflow/tfjs-core and https://magenta.tensorflow.org/demos/#web-apps


But WebGL compute shader are under an extension which, as far as I know, doesn't have much support yet :/


The next step in what, exactly? The major thing I see GPGPU being used for on the Web is to mine cryptocurrency using your viewers' hardware in lieu of (or, more likely, as a supplement to) ads.


A lot of modern 3D engine use compute shader to do a lot of different things. For example, I use it to process millions of particles, which wouldn't be possible without it.


> The future is WebGPU

I hope not. The proposed standard was not even remotely vendor-neutral.

I would love to have compute shaders in WebGL. All it would require is bumping the OpenGL version that WebGL is based on from ES 3.0 to ES 3.1 in the next revision.

As far as I can tell, that will not happen because it would reduce the need for the WebGPU proposal. Needless to say, I find the situation very annoying.


> I hope not. The proposed standard was not even remotely vendor-neutral.

Why not? WebGPU work continues here, based on the work that Apple proposed. Google has a cross-platform prototype implementation. https://github.com/gpuweb/gpuweb

> I would love to have compute shaders in WebGL. All it would require is bumping the OpenGL version that WebGL is based on from ES 3.0 to ES 3.1 in the next revision.

WebGL2 has very little vendor support already, and OpenGL is a dead end, from an API perspective. Something low-ish like Metal without being as absurd as Vulkan would be a great fit for the web.


There's room to develop a new API that's a lot better than WebGL. I just don't think we'll get the best result from a standards process driven by realpolitik.




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