# Advice for future-proofing with respect to WebGPU?

**URL:** <https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280>\
**Category:** Questions\
**Tags:** webgpu\
**Created:** [April 18, 2024, 7:12pm UTC](https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280 "2024-04-18T19:12:43Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Gaurav\_D\_Kale](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/gaurav_d_kale/32/10377_2.png) [@Gaurav\_D\_Kale](https://discourse.threejs.org/u/Gaurav_D_Kale)\
**Post date:** [April 18, 2024, 7:12pm UTC](https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280/1 "2024-04-18T19:12:43Z")

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I know WebGPU is still in the works in terms of the actual API and three.js support, but was hoping some more experienced folks could give advice on future-proofing applications for leveraging it?

Some questions as I’m just starting to look into it

- Will existing Materials like MeshBasicMaterial and MeshStandardMaterial work out of the box? I saw there’s a Node system, but wasn’t sure if that implied all existing materials would no longer work?
- Any usage of ShaderMaterial won’t work anymore right?
- Will there be impacts to other parts of the three.js API besides materials like geometries, meshes, lights, textures, etc?
- Do you have any useful resources you recommend on playing with WebGPU with three.js?

Sorry if it’s too early to tell and these questions aren’t easily answered. Any input or nudge in the right direction is appreciated though in advance!

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**Author:** ![manthrax](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/manthrax/32/2596_2.png) [@manthrax](https://discourse.threejs.org/u/manthrax)\
**Post date:** [April 18, 2024, 8:52pm UTC](https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280/2 "2024-04-18T20:52:54Z")

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Everything will still work. WebGPU will be opt in. WebGL2 isn’t going away.  
WebGPU will impact everything if you chose to use it but you don’t have to use it until you want to.

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**Author:** ![Attila\_Schroeder](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/attila_schroeder/32/36097_2.png) [@Attila\_Schroeder](https://discourse.threejs.org/u/Attila_Schroeder)\
**Post date:** [April 19, 2024, 3:15am UTC](https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280/3 "2024-04-19T03:15:52Z")

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I have a very large WebGPU repository on github

> **[GitHub - Spiri0/Threejs-WebGPU-IFFT-Ocean-V2](https://github.com/Spiri0/Threejs-WebGPU-IFFT-Ocean-V2)**
>
> Contribute to Spiri0/Threejs-WebGPU-IFFT-Ocean-V2 development by creating an account on GitHub.

WebGPU is already very extensively integrated into threejs.  
I always let the developers know about issues when I come across them. But a lot of things are working meanwhile.

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**Author:** ![Attila\_Schroeder](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/attila_schroeder/32/36097_2.png) [@Attila\_Schroeder](https://discourse.threejs.org/u/Attila_Schroeder)\
**Post date:** [July 13, 2024, 9:13am UTC](https://discourse.threejs.org/t/advice-for-future-proofing-with-respect-to-webgpu/64280/4 "2024-07-13T09:13:49Z")

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@Gaurav_D_Kale here a link to another post showing results with WebGPU. WebGBU is already so well integrated with the node system that I can do more with it than I was able to in WebGL2.

> [@A little advertising for the three.js node system and WebGPU](https://discourse.threejs.org/t/a-little-advertising-for-the-three-js-node-system-and-webgpu/67804):
>
> I only work with WebGPU and therefore with the three.js node system. In the meanwhile WebGPU is very well integrated in three.js. These are screenshots of my WebGPU original sized planet generator. I am not ready yet. I now have to add rock and sand textures to the surface. I would ideally have over 200k of data for the elevation profile, but the best thing NASA has so far as a coherent map is the Mars MOLA map with 46k. With that my virtual texture sys…
