Introducing WebGPU: Unlocking modern GPU access for JavaScript

Поділитися
Вставка
  • Опубліковано 24 сер 2024
  • WebGPU is a new Javascript API bringing more featureful access to the GPU while being more idiomatic to JavaScript. WebGPU is now being released in Chrome so websites can start relying on it. This session will describe WebGPU's history, show demos covering various aspects of how WebGPU improves compared to WebGL, the current alternative, and give a sneak peek at what's next in the future for WebGPU.
    Resources:
    WebGPU launching in Chrome 113 → goo.gle/3pe4AQp
    Codelab - Your first WebGPU App→ goo.gle/3LLMKfq
    WebGPU: Unlocking modern GPU access in the browser → goo.gle/42ehWel
    Speakers: Corentin Wallez, Brandon Jones
    Watch more:
    Watch all the Technical Sessions from Google I/O 2023 → goo.gle/IO23_s...
    Watch more Web Sessions → goo.gle/IO23_web
    All Google I/O 2023 Sessions → goo.gle/IO23_all
    Subscribe to Google Chrome Developers → goo.gle/Chrome...
    #GoogleIO

КОМЕНТАРІ • 151

  • @ChromeDevs
    @ChromeDevs  Рік тому +23

    Want to learn more about these announcements? 🤔 Ask the Chrome Dev team in the comments below. 👇👇🏻👇🏿👇🏽 👇🏾👇🏼

    • @zc8750
      @zc8750 Рік тому +2

      The technology sounds and looks awesome, but i'm affraid of one thing, we already suffer from a influx of deveolopers who build very heavy websites and always say the classical *It works on my macine* meanwhile their machine is ia 64core procesor with 64gb ram and nvidia4080, would this open the door to even more bloated web that will force people to upgrade their hardware so that *they get with the times* and create more and more e-waste on top of all planned obsolence that's already happening on windows and mac hardware?

    • @ukyoize
      @ukyoize Рік тому

      When will google stop pushing pointless bloat into web standards?

    • @ChromeDevs
      @ChromeDevs  Рік тому

      @@zc8750 WebGPU is designed to work on a wide range of hardware, from mobile devices with relatively modest GPUs to high end desktops, and the API gives them the necessary information to scale their workloads appropriately. Furthermore, developers need to explicitly opt-in to using more advanced features and limits, which should help guide them away from creating content that exclusively works on high-end hardware by accident. Web developers are always free to choose their target devices, of course, but WebGPU offers the tools needed create GPU-enabled applications that work across the full spectrum of user devices.

    • @banzai316
      @banzai316 Рік тому

      @ChromeDevs, you are the best! I am glad you are interacting with us developers. As a developer, I think it would be awesome if we could develop plugins for UA-cam. Not as a Chrome plug-in though. UA-cam plugins would be awesome

  • @Dygear
    @Dygear Рік тому +127

    The WebGL 2 vs WebGPU difference was insane. 500fps was already very good, but getting around 7000fps in nuts!

    • @iceteazen
      @iceteazen Рік тому +6

      its is closely model after vulkan

    • @utkua
      @utkua Рік тому +8

      @@iceteazen and vulkan is the least user friendly API I've ever seen, it feels like you are writing your driver for the gpu, you are mostly on your own.

    • @iceteazen
      @iceteazen Рік тому

      @@utkua I know but I already tried WebGPU and WGPU(Rust binding) and it is more closely model after Vulkan. Like you have to create render pipelines. binding textures, shaders and other buffers to that pipeline. creating render pass. creating compute pass. WebGPU is just least complicated like you don't have to build a swapchain anymore like in Vulkan. WebGPU shading language WGSL is kinda different though designed after Rust which is kinda interesting design choice.

    • @DavidsKanal
      @DavidsKanal Рік тому +9

      Keep in mind this was "virtual FPS". They were computing "highest possible FPS" based on how long the client takes so send commands. In reality, FPS is much lower because the GPU still needs to draw everything.

    • @intron9
      @intron9 Рік тому

      The important thing is the improve factor (x14) , nobody can see in 7000 fps

  • @myth0genesis
    @myth0genesis Рік тому +28

    I've been playing around with it for a month now and I'm super impressed! Great work, team!

  • @StephenMoreira
    @StephenMoreira Рік тому +31

    I am so excited about this technology and how it's going to change the web landscape in the coming years. I think this is a big deal.

    • @ivanczarapanau9417
      @ivanczarapanau9417 Рік тому +2

      Sounds like a huge enablement opportunity for Flutter-like frameworks to land more gracefully on the web

  • @tsoruu
    @tsoruu Рік тому +132

    Imagine that this tech is released in the GPU mining era... One wrong click means you mine on your GPU... Everyone is a miner if they open a wrong webpage...

    • @rules654
      @rules654 Рік тому +17

      I have a similar concern...

    • @jratnerd
      @jratnerd Рік тому +2

      They were already doing that by having people download fake extensions

    • @sofianikiforova7790
      @sofianikiforova7790 Рік тому +7

      That era isn’t over…

    • @alainportant6412
      @alainportant6412 Рік тому

      There is still massive mining

    • @intron9
      @intron9 Рік тому +2

      If that becomes a concern then there will be a market for antivirus to detect those.

  • @Djolewatchtastife
    @Djolewatchtastife Рік тому +5

    I've been waiting for this to release for so long!

  • @probablypablito
    @probablypablito Рік тому +12

    this is huge! this might mean platform agnostic games!

    • @dipanjanghosal1662
      @dipanjanghosal1662 Рік тому

      Damn, you're right!

    • @SirusStarTV
      @SirusStarTV Рік тому

      Bottleneck is the game assets download size, if it downloads for a long time everyone would quit immediately.

    • @Jianju69
      @Jianju69 Рік тому

      @@SirusStarTV Fiber-optic connections can download hundreds of megabytes per second!

    • @35volts52
      @35volts52 10 місяців тому

      @@SirusStarTV All it needs is some optimization. Imagine a future where you can download and start playing a game (real AAA stuff) in your browser on any device with no overhead as easily as you can stream a movie or UA-cam video. Remember when Minecraft was a browser game? It worked as a Java applet before support for it went down the gutter. Flash also tried this, but it had its own problems. The difference here is that it’s embedded into the browser and works like its own API like Vulkan, OGL, or Metal.

    • @enricofischer1330
      @enricofischer1330 3 місяці тому

      ​@@Jianju69 cries in 50mb/s

  • @mady_is_her
    @mady_is_her Рік тому +25

    I saw Google Earth in the list of WebGPU ports at 9:13, is there a publically available version to try out? Is it in the current web version of Google Earth?

  • @SlavaBagmut
    @SlavaBagmut Рік тому +2

    Finally we've got this long awaited feature. Hopefully this will be shipped to other mainstream browsers ASAP

  • @SamarthCat
    @SamarthCat Рік тому +13

    If they add TCP/UDP, Multithreading, and WebGPU, theoretically you can run an entire virtual machine in the browser.

    • @mvgiacomello
      @mvgiacomello Рік тому +5

      I am no expert but I think you can achieve that with WASM alone.

    • @marcelopotty5218
      @marcelopotty5218 Рік тому +1

      I'm excited for when some UDP api comes out

    • @KangJangkrik
      @KangJangkrik Рік тому

      Imagine client-side VPS

    • @That_Awesome_Guy1
      @That_Awesome_Guy1 7 місяців тому +1

      The web browser is a virtual machine. Websites (aka web apps) are the programs it executes.

  • @u9vata
    @u9vata Рік тому +21

    I saw webgpu can run outside of the browser (at least I heard that advertised). Last time I tried it was really complicated and undocumented. This I think should be documented more in case someone wants to make an engine with no other backend than webgpu - which might be actually a not bad compromise on performance on desktop while still not fully being vulkan, neither the old gl style or old dx thing. Then of course in one shot that would make the stuff just run perfect in browser too.

    • @Jianju69
      @Jianju69 Рік тому +2

      One option is to develop in Rust with the wgpu library. You can compile to desktop or the web with but a command-line argument for the target.

    • @u9vata
      @u9vata Рік тому +1

      @@Jianju69 I prefer not coding in rust but in C++. For there I look for libs.

    • @mvgiacomello
      @mvgiacomello Рік тому

      YES PLEASE! Similar to what node did to V8.

    •  Рік тому

      I guess it would be not impossible to add WebGPU support to one of the none browser WASM runtimes to support this.

    • @u9vata
      @u9vata Рік тому

      @ It totally is possible, like previous answer points to a solution that uses RUST. I also know there is C bindings but documentation is really sparse...
      So yes you can use webgpu on native code / desktop, but my complaint is that very bad is the documentation and I think this is a really nice use case (like your engine can target webgpu both on desktop and web). It is somewhat documented for rust, but I do not want to use rust...

  • @anubhav200
    @anubhav200 Рік тому +1

    Thanks Chrome Team, was waiting for this feature from last year.

  • @erithax
    @erithax Рік тому +23

    Hi! Are there WASM feature proposals that will enable WASM to WebGPU without JS? If so, which ones, and what is their ETA?

    • @feathecutie9942
      @feathecutie9942 Рік тому +4

      No idea if it's allowed to post a link here, but the video "WebAssembly: A new development paradigm for the web" on this channel talks about that. Starting at 11:50 in that video, the functionality of the ongoing WASM garbage collection proposal is introduced and starting at 15:22, it's explained how this allows direct access to web APIs (including WebGPU) via WASM.

    • @erithax
      @erithax Рік тому +3

      @@feathecutie9942 I've seen that video. But as I understand, it will allow for much faster access to the web apis including WebGPU, because of passing by reference, but JS glue is still required to do the passing.
      If that's right, I wonder what the remaining performance penalty will be for that remaining JS. And I'd like to see it gone even if it's small, hahah

  • @erikjohnson9112
    @erikjohnson9112 11 місяців тому

    I've watched a fair number of WebGL & WebGPU videos. This one actually has details I learned here (meaning new value to my brain). I'm on the edge of going from WebGL2 to WebGPU (for reference).

  • @mrdoob
    @mrdoob Рік тому +5

    Love Brandon Ross 😁

  • @aflahkhalid6751
    @aflahkhalid6751 Рік тому +22

    webgpu will effect anonymity/privacy because webgpu can render a specific program that will make a kinda fingerprint like unique pattern on render because modern gpu are so complicated that each gpu render unique in micro level like two french fries are same but unique in micro level of detail.

    • @aflahkhalid6751
      @aflahkhalid6751 Рік тому +2

      there is no 100% identical fries in world.

    • @heliusuniverse7460
      @heliusuniverse7460 Рік тому +1

      they already do that

    • @arthurcuesta6041
      @arthurcuesta6041 Рік тому +1

      Exactly.

    • @im-essi
      @im-essi Рік тому +1

      you could easily render fingerprints like that before even webgl... the tricky part is actually finding a useful fingerprint and having it stable enough to be useful for tracking. even then, it's just data like any other, this doesnt really enable anything new or really even change anything in that regard. still source executing in the browser, detectable, interceptable, and blockable like any previous iteration

  • @christopherderrell8470
    @christopherderrell8470 Рік тому

    This is exciting! Brandon's voice is somewhere between Mr Rogers and Brilliant Movie Villain, but the announcement is great news

  • @afar5y
    @afar5y Рік тому +3

    can we now run Call of Duty at 60fps in Chrome?

  • @andrewwoan
    @andrewwoan Рік тому +1

    WEBGPU LETS GOOOO

  • @miro6470
    @miro6470 Рік тому +10

    PTSD moment: 8:52

  • @martiananomaly
    @martiananomaly 6 місяців тому +1

    Web games are about to boom again

  • @vitordeoliveira6139
    @vitordeoliveira6139 11 місяців тому

    That is REALLY exciting

  • @snatvb
    @snatvb Рік тому

    need to add UDP and looks like multiplayer games may move into the browser))

  • @Barakooda3D
    @Barakooda3D Рік тому

    Exciting!

  • @SasteJugaad
    @SasteJugaad Рік тому +7

    So RAM was not enough you want my GPU also.

  • @iamrsgill
    @iamrsgill Рік тому

    This is nuts. We are going too fast, just wondering what is the end!

  • @savire.ergheiz
    @savire.ergheiz Рік тому +1

    Yea so when Flutter will be having this on web so that we could have that fragment shader working 😁

  • @afar5y
    @afar5y Рік тому +3

    Will implementing WebGPU in game engines like Unreal and Unity improve their performance? Or do they already have strong gpu rendering?

    • @LostieTrekieTechie
      @LostieTrekieTechie Рік тому +1

      Depends where the bottleneck is, but webGPU allows more complicated graphics shaders, and "compute shaders" that can be useful for some highly parallel tasks.

    • @RiwenX
      @RiwenX Рік тому

      How, do you think, would it improve their performance?

    • @LordOfCake
      @LordOfCake Рік тому

      WebGPU, if used from the C/C++ bindings, is an abstraction layer on top of DX12/Vulkan/Metal. There's no inherent performance advantage compared to using them directly.

  • @changtimwu
    @changtimwu Рік тому

    7:34 for people just want a quick comparison in performance numbers.

  • @germanhoyos4422
    @germanhoyos4422 5 місяців тому

    Where do i donwload chrome 113? ive looked everywhere but every download i find isnt from the official google website

  • @fabmartel
    @fabmartel Рік тому

    I wonder if displaying a classic video stream on a browser and using WEBGPL like adding layers to add augmented reality would be efficient.

  • @Takatou__Yogiri
    @Takatou__Yogiri 5 місяців тому

    Now, you'd better start working with PWAs. Don't neglect the use of PWAs just because your Play Store might become obsolete if PWAs improve.

  • @nrwchd
    @nrwchd Рік тому

    now every page i open will have background compute shader task either for crypto or ml calculation.

  • @Pavel-wj7gy
    @Pavel-wj7gy Рік тому

    2:36 - that's very smaleless of you to compare Javascript running code vs shader running code. Shader code will run great even if it is in WebGL 2 environment.

  • @Ando_Figueroa
    @Ando_Figueroa Рік тому

    yeaaaah boiiiii

  • @RR-bz8bi
    @RR-bz8bi 10 місяців тому

    Is there any latest update regarding support for non-ChromeOS Linux? (1:49)

  • @sekaiology
    @sekaiology 9 місяців тому

    Will Unity or Unreal add this to their platforms? Still been working with WebGL and would love a big upgrade like this.

  • @SaadViz
    @SaadViz 9 місяців тому

    what about ios support?

  • @WilliamSmith-hf8um
    @WilliamSmith-hf8um Рік тому +1

    will WebGPU support threads? I hope so... I even saw someone from the Google Earth team ask about this

    • @samuelmorkbednarzkepler
      @samuelmorkbednarzkepler 8 місяців тому +1

      Yeah, I saw a talk where someone said that WebGPU had setup some part of the API spesifically because they where preparing for that the be implemented later. I could be misremembering though, or they could have changed their minds since then, but I dont think so. My impression atm is that threads is something they want to support

  • @mariusirgens5555
    @mariusirgens5555 Рік тому

    What would be the benefits of developing complex graphics and computing applications in Javascript over C++?

    • @hannessteffenhagen61
      @hannessteffenhagen61 Рік тому +5

      It's not a matter of Javascript vs C++. It's a matter of doing it from within the browser or not.

    • @Jianju69
      @Jianju69 Рік тому +4

      For one thing, if you know Javascript, you needn't learn C++. You can also target webGPU with C++ by way of WebAssembly (WASM). And yes, Hannes is right: targeting the browser affords the trust associated with that platform. C++, on the other hand, requires one to trust the developer.

    • @LostieTrekieTechie
      @LostieTrekieTechie Рік тому

      It's more a question of how portable you want the software to be.
      This is lower level abstraction than WebGL, but it's still an abstraction on top of Vulkan/Metal/DirectX/etc

  • @abc321meins
    @abc321meins Рік тому +4

    Thanks google for building standards and not trying to enforce chrome!

    • @Jianju69
      @Jianju69 Рік тому +2

      -and thanks to Apple too for following this new standard as well!

    • @intron9
      @intron9 Рік тому

      I think it's established that this is the only viable way for web tech

  • @pplytas
    @pplytas Рік тому +1

    Wonder how/if this will affect the Skia renderer specifically in the context of React Native Skia.

  • @odiseezall
    @odiseezall Рік тому

    Amazing.. the foundations for the true Metaverse.

  • @kbubuntu6048
    @kbubuntu6048 9 місяців тому

    ok but can it run crysis

  • @tanjungclan3864
    @tanjungclan3864 Рік тому

    sir, it's mean perhaps in the couple of month there's is game multiplatform such a valorant on the browser, isn't it? sorry if make you guys laught if you read it

  • @nomoneynohoney558
    @nomoneynohoney558 Рік тому

    is there any chance to use python for web browsers in the close future????????? T.T

    • @Jianju69
      @Jianju69 Рік тому +1

      Compiling python to webassembly is a thing, and so is webgpu using python. As for both in combination, I have yet to see it done.

  • @v0xl
    @v0xl Рік тому

    finally!
    maybe firefox will follow with enabling it in stable?
    wgpu's webgl backend is horrible...

  • @saikfait
    @saikfait Рік тому +8

    Here we go, a lot of exploits can be used, the web will become a huge crypto mine

    • @MrTomyCJ
      @MrTomyCJ Рік тому

      If you see that a shady webpage is using too much of your GPU, just close it. I don't see what's the big deal. I doubt it's still profitable to do such "scams" even.

    • @saikfait
      @saikfait Рік тому

      @@MrTomyCJ as "exploits" I mean they can break the browser sandbox and find a way to your computer. This is still a problem but at least very rare. When they introduce WebGPU, this opens a huge hole for exploits. Is it really needed? Depends on person but probably most people will not ever need this feature. Closing a web page is not always the solution.

    • @TheHattOnYouTube
      @TheHattOnYouTube Рік тому

      ​@Saik Fait Does disabling "hardware acceleration" on Chrome disable webgpu and make that not an issue? Or is there no way to get rid of webgpu?

  • @mubelotix
    @mubelotix 2 місяці тому

    One year later, still doesn't work

  • @Kasadik
    @Kasadik Рік тому +1

    Skyrim in Google Chrome )

  • @harikrishnanb7273
    @harikrishnanb7273 Рік тому

    can we use it through webassembly ?

    • @erithax
      @erithax Рік тому

      Unfortunately you still need js glue...

    • @_____case
      @_____case Рік тому

      ​@@erithax For now.

    • @Jianju69
      @Jianju69 Рік тому

      @@erithax Libraries like web-sys handle it pretty well.

  • @vrai_
    @vrai_ Рік тому +1

    still wating for unreal to join the party...

  • @dealloc
    @dealloc Рік тому +1

    WebGPU is cool and all, but WGSL is a massive step backwards. It's now much MUCH more verbose (anyone fancy writing everywhere without inference?) There is not even double precision (which is fine since GPUs are optimized for single-precision), and you cannot typealias them since vec{N} are reserved keywords. There's also no function overloading, no swizzling (by far the best feature of GLSL) and no assignment operators for your vecs and matrices and no preprocessing (it assumes that people write WGSL inside JS strings ???).
    I hope WGSL sees improvements in the near future, because it has been a mess to work with and isn't actually easier to read (or write) than GLSL.

    • @BrandonJonesToji
      @BrandonJonesToji Рік тому +4

      It sounds like you last used a relatively old version of WGSL. It's improved quite a bit in short time period! It now includes vec4f as an alias for vec4, vec4i as an alias for vec4, and so on for all vector and matrix types. It also has GLSL-style swizzling. There's also been a large number of other syntactic sugar improvements, such as the ability to declare vectors with the same value in each component with vec3f(1), etc.
      Function overloading and preprocessor statements are still not supported, which can be a pain depending on your coding environment. But overall I'd encourage you to give WGSL it another look, as the language ergonomics have improved significantly.

    • @myth0genesis
      @myth0genesis Рік тому +1

      Yeah, there's still a bit of work to do with the shader language, but they do have shorthand versions of variable declarations now, though it is still a bit verbose. They don't have ternary operators, either, but instead encourage a lengthy select() function, and they don't allow multi-channel swizzle-assignments, either. But I am still happy that I can do everything with it that I can with other shader languages, but with more performance behind it than WebGL. Just be patient, Daniel san.

    • @dealloc
      @dealloc Рік тому

      @@BrandonJonesToji Thanks. Is there a place where I can see the changes to the language from version to version? I could only find the W3 draft archive which has too many drafts to go through one by one, and gpuweb repo and wiki.
      I have to be fair I haven't used it in a while, so I'm glad to see some of the issues are being resolved.
      My coding environment is often across platforms. I am usually doing my own preprocessing, but it still feels like 90s defines with the same footguns unfortunately since we can't extend the syntax easily.
      As for function overloading, it's a bummer we don't have it yet or at least some variant of it.

    • @myth0genesis
      @myth0genesis Рік тому

      @@dealloc Oh yeah, not having function overloading is a pain, especially since DevTools doesn't yet support syntax highlighting for WGSL, which means you can't collapse all of the copies of a function you'll inevitably have to make.

  • @rabberofficial9104
    @rabberofficial9104 Рік тому

    Google i want to learn swift and kotlin and stuff help bro pls

  • @karmaduq
    @karmaduq Рік тому

    50 lines!?

  • @nuclearsummer7796
    @nuclearsummer7796 Рік тому

    Why are they "introducing" this? This has been in firefox since 2018

  • @Dante02d12
    @Dante02d12 Рік тому +1

    Are there any interesting use case for this tech? Like, something for which it will be actually useful, or something that only it can do? From what I understand, web-based games will now get better graphics, but someone who has a powerful GPU will obviously be playing normal games anyway.

    • @MrTomyCJ
      @MrTomyCJ Рік тому

      At minimum, you get fancier webpages that do not lag at all (since your CPU is free).

    • @LordOfCake
      @LordOfCake Рік тому

      One big advantage is that it's a portable, low-level graphics API that can easily run outside a browser environment. Might be relevant for indie developers/open source projects?

    • @samuelmorkbednarzkepler
      @samuelmorkbednarzkepler 8 місяців тому

      Web games is not really the main benefit of tech like this. It's mostly about fancy effects and maybe charts and other visual stuff. Like very performant node illustrations. Or data. Or fancy animations and effects. Three.js is a library ontop of the old WebGl and if you go to their homepage you will see a mountain of examples of how tech like this is used in practice, little to none of it is for actual full games.

  • @riyan_prof
    @riyan_prof Рік тому

    I'm download chrome for android 10 and that's come with 2 part. 1 is chrome itself, and 2 is trichrome libraries
    Everytime i update, the trichrome libraries is not delete the old one. Instead, that add one another with different version. I have total 20+ trichrome libraries. Each files size is 60mb. How i delete that?

  • @jonaseicher587
    @jonaseicher587 Рік тому

    tldr; chrome now has a simple and fast api for GPUs.
    Wait, I need 30 lines of code just to draw a triangle?

    • @JoanGonzalezTrolloCat
      @JoanGonzalezTrolloCat Рік тому

      reminds me of the time I thought learning Vulkan was a good idea for summer and couldn't get past the first gradient triangle tutorial lol

    • @ycombinator765
      @ycombinator765 Рік тому

      You should try printing a triangle to the screen in OpenGL.

    • @martiananomaly
      @martiananomaly 6 місяців тому

      Vulkan requires 500+ loc my guy this api is a dream.

  • @engineeranonymous
    @engineeranonymous Рік тому

    Hey lets invent a new shader language based on rust so that all the investment made to existing shader language go to waste.

  • @MagnusNemo-xc5nx
    @MagnusNemo-xc5nx 9 місяців тому

    I'm glad he/him notified us of its pronouns.

  • @news_IT-my1610
    @news_IT-my1610 Рік тому

    we need a good framework to use gpu on web, like game engines. google should do more work than saying it just works.

  • @delicious_seabass
    @delicious_seabass Рік тому +3

    I'm all for making the web faster, but Javascript is a joke of a language and it needs to go. Please take HTML and CSS with it.

    • @JorgetePanete
      @JorgetePanete Рік тому +1

      Rust-Wasm is all you need when they get all the features

  • @theplouf5533
    @theplouf5533 Рік тому +1

    If only c++ or python had been used to script html animations.
    Imagine what other world we would already be in...

    • @epicmetod
      @epicmetod Рік тому

      imagine compiling on each html debug
      imagine me injecting binaries and dll into your system instead just browser environment

    • @theplouf5533
      @theplouf5533 Рік тому

      @@epicmetod... in fact, it is the same to say : Imagine compiling Blender 3D everytime you start it... NO. You download compiled binaries, not the source code...
      But every web languages is in a controlled environment. This is the main reason every languages is not available right now in your browser. Compiled ones, yes, is not the most safest. Today, you have VMs or anything else to prevent this.
      But python maybe is a simplest alternative, because the web browser just need to implements theirs authorized libraries.
      Python is already a big helper in the industry to manipulate most capable compiled binaries in a "few lines".
      Sorry for my English. It's my first time. I write this without any kind of translator.

  • @zc8750
    @zc8750 Рік тому +3

    Let's Go Brandon!

    • @zc8750
      @zc8750 Рік тому

      @@Gwizz1027 what? i don't get it

    • @CuanBos-sx4sr
      @CuanBos-sx4sr Рік тому

      Manusia penghinat

  • @hannesRSA
    @hannesRSA Рік тому

    Someone stop JavaScript please

  • @teddycat1212
    @teddycat1212 Рік тому

    why javascript of all things...

  • @json17
    @json17 Рік тому +2

    Google literally recommended this video to me twice on the same homepage. I'm still not using Chrome.
    EDIT: This is a joke, I thought it was funny since I am not on a chromium-based browser right now and I got the same video recommend to me twice right next to eachother which hasn't happened to me a lot.

    • @sanae6k
      @sanae6k Рік тому +4

      The point is to spread knowledge of WebGPU. It's not an ad for Chrome

    • @kenneth_romero
      @kenneth_romero Рік тому +2

      video says Firefox and other companies are planning to implement it in their browsers 9:44

    • @dipanjanghosal1662
      @dipanjanghosal1662 Рік тому

      Its not just for Chromium

  • @ukyoize
    @ukyoize Рік тому

    Dear god no. Why is this a thing.

  • @rpm10k.
    @rpm10k. Рік тому

    I hope this can be disabled. Do not want.

  • @Thekidisalright
    @Thekidisalright Рік тому

    It would be nice if chrome developer can figure out a way to hog less RAM