Alain Galvan writes about graphics programming, including comparisons of graphics APIs, WebGPU and WebGL tutorials, ray tracing and game frame analyses.
HN commenters link it as a reference on how modern graphics APIs are converging and for its raw WebGPU tutorial and frame analyses.
There are some resources for wgpu-rs linked from the blog post (such as https://sotrh.github.io/learn-wgpu/).
There are also some tutorials available that demonstrate how to use the browser API directly:
- Raw WebGPU https://alain.xyz/blog/raw-webgpu
- Get started with GPU Compute on the Web https://developers.google.com/web/updates/2019/08/get-started-with-gpu-compute-on-the-web
You should probably read up on the subject.
> Low level Graphics APIs such as Vulkan, DirectX, Metal, and WebGPU, are converging to a model similar to the way GPUs are currently built.
https://alain.xyz/blog/comparison-of-modern-graphics-apis
Proton is not some magic software that is immune to taking a performance hit when you translate from one API to another.
They're still around ...
https://mamoniem.com/behind-the-pretty-frames-elden-ring/
https://alain.xyz/blog/frame-analysis-overwatch
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy