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by jms55
748 days ago
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I develop a lot of the more advanced features for Bevy, so I'm fully aware :) The unfortunate reality is that wgpu does not have enough funding. Extremely valuable features like bindless, multi queue, and mesh shaders/raytracing are missing. CPU-overhead is fairly high. Things like debugging support are not great. Having to abstract over all of Vulkan/DX12/Metal brings difficulties. I love wgpu, and don't begrudge the volunteer devs (they've done a lot of amazing work already), but I'm also frequently frustrated by its limitations. |
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Lots of people say that wgpu is lacking in comparison to vulkan (specially because it has gpu features from circa 2015), but how do you compare it to opengl?