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I think that Metal / WebGPU is just at the right abstraction level for a modern 3D API. It's like a successor to D3D11 (which is a mighty fine 3D-API). Vulkan and D3D12 are really not a lot of fun to work with. I'd rather maintain an thin API wrapper on top of 3 different 3D-APIs at the complexity level of D3D11 or Metal, instead of having to maintain a single wrapper for D3D12 or Vulkan (and you need to support multiple 3D APIs anyway, since none of them exists on all relevant platforms). But that is strictly IMHO, I guess there's also people who enjoy working in D3D12 or Vulkan ;)


The problem with the WebGpu proposal is that it is difficult to implement with Vulkan efficiently as the spec is now.

I'm sure the spec can still be changed to be a better fit, though.




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