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There is no plan to support WebGPU at the moment. |
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Scenes with a ton of models and texture hit performance limitation pretty quickly One major win as well is that both Google and Apple are on board with WebGPU. This means that mobile devices will stand to gain the most from the free performance boost. WebGPU is the successor to WebGL and both threejs and babylonjs are adapting it natively. |
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1-2 years from now everyone will be using or want to use WebGPU. If i want to use WebGPU then I can't use this library for threejs which is a shame. |
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Thank you for the details! I'm sure we have to support WebGPU as the demand grows, because the performance is a critical factor for most of 3D products as you said. One bottleneck is that we are using a custom shader for MToon material, and it needs a WebGL-WebGPU cross support shader for the material. https://threejs.org/examples/#webgpu_tsl_editor We are yet to find our time to try this, but I'm personally very interested in this at least 😛 |
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IMO whether three-vrm can use WebGPU or not is more on three.js itself. three.js's support on WebGPU is still quite basic and I don't think it provides enough features to render VRM in full specs at this moment. Besides, to think everyone will be using WebGPU in 1-2 years is a bit optimistic. Right now, the only major browser that supports WebGPU is Chrome, and its support is not fully cross platform yet. Safari doesn't even have ETA, and for historical reasons I don't hold too much hope to expect it to come soon. |
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Are there any plans to use start using the new webgpu api with this library?
Currently trying THREE.WebGPURenderer returns an error.
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