Technically true, but practically tone deaf.
WebGPU is both years too late, and just a bit early. Wheras WebGL was OpenGL circa 2005, WebGPU is native graphics circa 2015. It shouldn't need to be said that the bleeding edge new standard for web graphics shouldn't be both 10 years out of date and awful.
Vendors are finally starting to deprecate the old binding model as the byzantine machinery that it is. Bindless resources are an absolute necessity for the modern style of rendering with nanite and raytracing.
Rust's WGPU on native supports some of this, but WebGPU itself doesn't.
It's only intuitive if you don't realize just how huge the gap is between dispatching a vertex shader to render some triangles, and actually producing a lit, shaded and occlusioned image with PBR, indirect lighting, antialiasing and postfx. Would you like to render high quality lines or points? Sorry, it's not been a priority to make that simple. Better go study up on SDFs and beziers.
Which, tbh, is the impression I get from webgpu efforts. Everyone forgets the drivers have been playing pretend for decades, and very few have actually done the homework. Of those that have, most are too enamored with being a l33t gfx coder to realize how terrible the dev exp is.
I've never impl PBF or raytracing because my interests haven't gone that way. I don't find SDFs to be a particularly difficult concept to "study up on" either though. It's about as close to math-as-drawing that I've seen and doesn't require much more than a couple triangles and a fragment shader. By contrast I've been learning about SVT for a couple months and still haven't quite pieced together a working impl in webgpu... though I understand there are extensions specifically in support of virtual tiling that WebGPU could pursue in a future version.
Agreed DevEx broadly isn't great when working on graphics. But WebGPU feels like a considerable improvement rather than a step backward.
> …
> Your expertise about the system's constraints helps provide important context that static analysis tools can't capture.
So much fawning bullshit bloating the message and the token count. I think this might be the thing with LLMs I dislike most.
Suggestion for prompt writers: “Don’t waste tokens. Keep messages succinct and direct.”