beta just started and we’re excited to show you what it can do for you. See some of the first tests.
There are a number of things that webgpu can do that you may not realize, and this includes video encoding, which is what we’ll be doing in the near future. We’ll also be doing some webgpu-accelerated GPU programming and performance testing that can be used to give you a more immersive gaming experience even when you’re not playing with the game.
We’re also doing a lot of more webgpu-accelerated web programming and performance testing, including GPU programming, shader code, and even WebGL tests. It’s all happening in beta, but if you want to try it now, head over to www.webgpu.com.
A couple of weeks ago, the developers announced that beta would be available to non-gamers. There are also some other cool features they plan to add in future releases. As of this writing, beta is still in beta, but you can try it out on the webgpu.com website.
The webgpu API is built in the WebGPU platform. It is a cross-platform framework that will support any GPU that has a VLIW (Very Large Instruction Word) instruction set. WebGPU allows you to write shader programs that are accelerated by the GPU and the CPU. The best part is that you can write shaders that are GPU-accelerated and CPU-code-free. You can also use the GPU to do a lot of other things.
You can’t use the webgpu API unless you have a WebGPU device registered on your computer. When you install the webgpu library, you need to make sure you have a WebGPU device configured. If you don’t, you’ll get an error message about the device not being found. Another feature is that you can use the GPU to make your own custom shaders.
The webgpu API has been around for a long time. In fact, it was used in the OpenGL 1.1 SDK. It was first used in the 3D engine for the Doom engine in the late 90s, but it was only really useful in late Quake 3 and the Doom sequel (which was actually a much better game than Doom 2).
Unfortunately, since the webgpu API was introduced, many games have stopped using it, including Doom and Quake. The only game I’m aware of that actually uses it is Star Wars: The Old Republic.
I think this is mainly because the webgpu API has a much lower barrier to entry than OpenGL, but what I don’t understand is why is it more useful in games that are already using the OpenGL 1.1 API than it is in games that are newer.
It’s a lot like the difference between the Xbox 360 and the PlayStation 3. The PlayStation 3 only supports OpenGL 1.1 (the new API). But the Xbox 360 uses OpenGL 1.2. This can be confusing to the casual player, which is why the webgpu API is the best option for Windows. But it is not compatible with OpenGL 1.1 and also has some limitations, so if you want to use it in a game that requires OpenGL 1.