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by stevebmark
546 days ago
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One of the big unlocks of WebGPU - shown here - is many lights in the scene, which is not possible with WebGL. You might notice this still looks pretty dated, and that's primarily because the scene doesn't include ambient occlusion, which is usually the most important lighting feature to fake for realistic looking lighting. |
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MRT support is available in WebGL 2 by default and in WebGL 1 with an extension.
You might be referring to some of the newer GPU-side light culling algorithms using compute shaders. I think that's the only major drawback of WebGL, the lack of compute shaders, but that can be worked around with some effort.
The only thing which I'd call unreasonable to implement in WebGL would the fancier virtual geometry approaches like Nanite, but for 98% of web 3D graphics WebGPU still seems excessive to me. Maybe around 2030 it'll be stable and widely available enough to start using for everything