As you might be aware, the next gen Web 3D is starting to rise.
Following the specification from the W3C group, we have started our journey to support this new tech. Our plan is to deliver a support with WebGL feature parity and the new WebGPU specifics in 4.1.
Also this is brigging new cool toys to the table like Compute Shaders and more to come.
We currently only support a really small subsets of what Babylon.js can do:
This is not much you would say, but it means we have layered all the ground foundation to move forward :-)
The current implementation status is fully available on Github.
We will put a big effort all along our next release to implement the support and every contribution is more than welcome; So feel free to create some PR if you are interested in contributing to a fresh engine implementation based on cutting edge tech.
As this is really early in the development, we are subject to a lot of potential changes as well as spec uncertainties. We will deal with them one at a time but we may be subject to change the release schedule at any time.
We have the full support from the amazing teams implementing the browsers support so it will be easier to directly chat with them when needed.
As back compat is one of our pillar, the only difference we wish to have is the engine initialization which needs to be asynchronous:
const engine = new BABYLON.WebGPUEngine(canvas); await engine.initEngineAsync();
FOR SURE :-) There is no change of plans and we will deliver both supports side by side.
You can only at the moment test on MacOS Chrome Canary with the enable-unsafe-webgpu flags on. Once there will be other solutions, we won't hesitate to update this page.
You can follow the status from the dedicated Chrome Status Platform Page.
Here is a link to a simple PBR sphere Sphere.
And one to the famous Damaged Helmet Demo.
All the demos code is available on Github so that you could compare both the webgl and webgpu versions and notice there are currently no differences beside the initialization. We will try to keep it this way :-)