Will Three.js continue to thrive in the WebGPU era?

:heart_on_fire: absolutely fire!

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Sorry if this has been covered elsewhere, but for WebGPURenderer are features like SSAO going to be rewritten in TSL to still be fully compatible with the WebGLBackend or will they use of compute shaders for maximum performance? I know the WebGLBackend has partial support for compute shaders, curious if that’s going to be good enough. And what about new features like dynamic GI which are not feasible in WebGL?

Actually, the chinese word is ‘壮士断腕’ ,which mean A vigorous man cut off his arm – make a quick decision as situation demands.; make a prompt decision at the right moment; decide promptly and opportunely. So basically He want to convey is that threejs guys need to pay a heavy price to achieve this.

I tried their examples. They all fail in Chrome on windows…
Perhaps not updated since WebGPU was actually released??