If your app needs CUDA, you'd need to write it in CUDA.
If you don't need CUDA, you'd write it for WebGPU instead?
If you benefit from CUDA but don't strictly require it, then you can write it in CUDA with a WebGPU fallback.
Is that right?
WebGPU is basically a middleware for those that just want to use graphics, not all of unity, unreal, etc...
Yes, the Switch supports Vulkan alongside OpenGL 4.6, but if one wants the full power of the games console, the name of the game is NVN.
As for Apple, all relevant middleware has support for Metal.
Many companies have tried to unseat Nvidia. Many of them big companies. There is no magic in the ones you named. Worse, I'm not clear that Google will bring stability to the project. Such that I see little reason to be overly excited.
Happy to be proven wrong.
Not only that, WebGPU is OS and hardware neutral. It'll work regardless of what machine you have. Currently it's Nvidia or get lost.
It points out that MoltenVK doesn't work very well, and I agree, although I think it's questionable whether the Molten-compatible subset is worse than WebGPU or not.
It says that Vulkan has driver issues on Linuxes, but provides no citations for that, and in my experiences, Vulkan drivers and developer tools have been the best for Linux, overall (my experience is limited to Nvidia, so maybe that's why, Idk).
I don't get it yet, but HN seems excited about it, so I'd like to understand it.
What I get so far - running models that can be run on consumer sized GPUs will become easier, because users won't need to download a desktop app to do so. This is limited for now by the lack of useful models that can be run on consumer GPUs, but we'll get smaller models in the future. And it'll be easier to make visualizations, games, and VR apps in the browser. Is that right and what other popular use cases where people currently have to resort to WebGL or building a desktop app will get easier that I'm missing?