Point of WebGPU on Native
> Besides, real Vulkan isn’t everywhere. More specifically, there are no drivers for Intel Haswell/Broadwell iGPUs on Windows, it’s forbidden on Windows UWP (including ARM), it’s below 50% on Android, and totally absent on macOS and iOS. Vulkan Portability aims to solve it, but it’s another fairly complex layer for your application, especially considering the shader translation logic of SPIRV-Cross, and it’s still a WIP.Wow. Has Vulkan failed as a standard then? I'm interested in this area but came away from the article feeling extremely confused about what the future of portable graphics programming looks like.I know despite the hopes for WebGPU there's NWIH I will invest time learning it while everything is so up in the air.OpenGL is great despite its warts, I've had a lot of fun programming with it over all the years.