Shipping WebGPU on Windows in Firefox 141

WebGPU demos and early applications

  • Commenters share many demos: ML in the browser (e.g., Kokoro TTS, SmolLM2-based apps), 3D/graphics examples (Three.js, Bevy, Unity demos, Unreal-in-browser prototypes), shader playgrounds (Compute Toys, WebGPU-Lab), and creative tools (video effects, gaussian splatting).
  • Several links have fallbacks to WebGL and allow direct comparison between APIs.
  • Some web demos don’t yet work reliably across platforms (Linux, Firefox, some macOS/iOS setups), reinforcing that WebGPU support is still uneven.

Browser support and vendor politics

  • Many celebrate Firefox shipping WebGPU on Windows and look forward to Mac, Linux, and Android.
  • There’s frustration that Google products sometimes gate features behind Chrome-only checks (e.g., historical Google Meet issues), even when underlying tech might work elsewhere via WebGL or CPU fallbacks.
  • Discussion notes that Chrome already ships WebGPU on Android, ChromeOS, and WebOS, but not GNU/Linux desktop, which some see as a signal about priorities.
  • Safari is expected to add broader WebGPU support, but Apple’s Metal-only stance is blamed by some for fragmentation and forcing a new API instead of a Vulkan wrapper.

Native adoption, API design, and missing features

  • Some hoped WebGPU would become a cross-platform native GPU API “replacement for OpenGL,” but see little uptake outside Rust/wgpu; many large projects still roll custom Vulkan/DX12/Metal abstractions.
  • Critics say WebGPU is less flexible and slower than Vulkan, missing extensions and fine-grained control; others counter that it deliberately trades power for safety, portability, and removal of undefined behavior.
  • There’s a long debate over render passes, bind groups, staging buffers, and the lack of bindless resources and ray tracing; WebGPU is described as “circa 2015” relative to evolving native APIs.
  • Several practitioners now prefer CUDA (or similar) for serious work, calling modern graphics APIs overengineered and hostile to productivity.

Tooling, drivers, and robustness

  • Multiple comments lament poor browser-side GPU debugging (essentially “pixel/printf debugging” plus SpectorJS) compared with native tools like RenderDoc or vendor IDE integration.
  • Android and low-end/embedded GPUs are seen as major constraints; WebGPU’s feature cuts are framed as necessary to support “shitty phones,” but this makes it less attractive for high-end research.
  • Even with conformance tests, real-world behavior is uneven; blacklists and driver quirks erode the “write once, run anywhere” promise.

Use cases, security, and real demand

  • Proposed use cases: advanced web games, Unreal/Unity-in-browser, geospatial visualization (point clouds, photogrammetry, gaussian splats), 3D globes, and heavy client-side ML.
  • Concerns surface about misuse for crypto-mining and more powerful fingerprinting, though people note similar issues already exist with WebGL/WASM.
  • Some argue that user demand for complex 3D web apps is low; 3D-on-the-web often looks exciting in theory but underwhelms in practice, unlike the Flash era.
  • Others see WebGPU as a solid improvement over WebGL for those who do need GPU compute/graphics in the browser, even if it arrives late and imperfect.