You're informing people (i.e., me and my team) that are working on implementing a spec. from a single piece of the web platform that their piece of the platform (graphics programming) is useless for a specific use case (gaming) without a very different piece of functionality being implemented on the web platform. That's valid feedback, but also difficult to act on with it's current form and audience.
I think what lukan is trying to tell you is that if you're serious about your advice being taken, you will need to find a venue in which the right people in the web ecosystem can engage with it. Neither me nor my team are the right audience for that, unfortunately. I suggest you file an issue on Bugzilla, if you want to start there! I'm happy to assist in making that happen, if you want.
If you do actually follow up with the above, I think you need to answer first: What APIs already exist on the web platform, and why are they not sufficient? For example, the Gamepad API exists; were you aware of it before, and do you think it fulfills the stated use case? Why or why not?
I will also push back on these statements:
> If people want it to be relevant to its primary use case, than low-latency HID interface callbacks are certainly required...
> Leave the noted key features out, and the GPU API will remain vestigial. =3
...because it appears to ignore valid use cases that exist outside of gaming. My team doesn't just serve the gaming use case (though we sure hope it will), and calling the API we're working on "vestigial [without supporting gaming]" is disrespectful to both people who need those other use cases filled _and_ people like me who are trying to make them possible. It also implies a responsibility for the platform as a whole that we can't possibly shoulder ourselves; the amount of expertise required to make a platform across all major OSes for just _one_ of these web platform APIs can be huge, and WebGPU is, indeed, very large.
If the intended primary use-case is Google Maps specific, than they should not require your team to be volunteering their time (should be sponsoring the project at minimum.) The fact remains that simply click-capturing the mouse interface is an insufficient way to handle the GUI in most Browsers, and for most general users (CAD/Games/VR etc.)
Your team needs to consider _why_ the history of VRML browser standards ended up fragmenting, becoming overly niche, or simply being replaced with something proprietary.
I am unaware how perceived disrespect is derived from facts. If you choose to be upset, than that is something no one except yourself can control.
Certainly APIs can grow in complexity with time, but this is often a result of unconstrained use-case permutation issues or the Second-system effect.
Have a great day, and certainly feel free to reach out if you have any questions, observations, or insights. =3
You can run LLMs via WebGPU today, among many other things. If you call this useless, you probably mean, this is useless to your use case and this is right.
In theory, this should have been possible long ago with WebGL Compute, had Google not given up on it, and removed it from Chrome, quoting WebGPU as the future, and the OpenGL execuse on Apple platforms (excuse, because they ended up switching to Metal for WebGL anyway, and use DirectX on Windows).
WebGL compute was not viable, and only existed as an engineering prototype with lots of rough edges. There were a bunch of hard problems that needed to get solved to ship WebGPU. Perhaps in an alternate universe, that work could have been done in the context of WebGL, but it didn't.
I'll give one example (as it's one I was personally invested in). Doing a barrier in non-uniform control flow is wildly unsafe undefined behavior (I've had it reboot my computer, and it's easy to believe it could be exploited by malicious actors). To make these barriers safe WebGPU does a "uniformity analysis." However, that in turn required adding uniform broadcast intrinsic to the shader language, otherwise a class of algorithms would be impossible to express.
As I say, it's plausible this kind of work could have been done as extensions to WebGL, but I think the end result would have been a lot less compelling than what we have now.
The fact was that Intel did the work, and it was about to ship on Chrome, and as interesting as your explanation is, it wasn't the official reason for the Chrome team to drop support for WebGL 2.0 Compute.
Rather WebGPU and Apple's OpenGL lack of support for compute shaders.
Which became irrelevant the moment Chrome decided to move WebGL on top of Metal via Angle, just like it does with DirectX on Windows.
The official deprecation [1] cites "some technical barriers, including ... [macOS support]". I'm not able to speak for Chrome, but my understanding is that these technical barriers included serious challenges in making it safe. That's where a significant amount of engineering went into WebGPU from the beginning.
I think what lukan is trying to tell you is that if you're serious about your advice being taken, you will need to find a venue in which the right people in the web ecosystem can engage with it. Neither me nor my team are the right audience for that, unfortunately. I suggest you file an issue on Bugzilla, if you want to start there! I'm happy to assist in making that happen, if you want.
If you do actually follow up with the above, I think you need to answer first: What APIs already exist on the web platform, and why are they not sufficient? For example, the Gamepad API exists; were you aware of it before, and do you think it fulfills the stated use case? Why or why not?
I will also push back on these statements:
> If people want it to be relevant to its primary use case, than low-latency HID interface callbacks are certainly required...
> Leave the noted key features out, and the GPU API will remain vestigial. =3
...because it appears to ignore valid use cases that exist outside of gaming. My team doesn't just serve the gaming use case (though we sure hope it will), and calling the API we're working on "vestigial [without supporting gaming]" is disrespectful to both people who need those other use cases filled _and_ people like me who are trying to make them possible. It also implies a responsibility for the platform as a whole that we can't possibly shoulder ourselves; the amount of expertise required to make a platform across all major OSes for just _one_ of these web platform APIs can be huge, and WebGPU is, indeed, very large.