Vulkan
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Vulkan .
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Open Source Open Standard.
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Type:
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Low-level graphics API
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Platforms:
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Windows, Linux, Android.
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No native support for Web, needs WebAssembly.
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Backend:
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Vulkan
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Focus:
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High-performance games, advanced 3D graphics
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Advantages:
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Cross-platform (Windows, Linux, Android)
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Better performance than OpenGL due to control over the GPU
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Better management of multiple threads and parallel rendering
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Disadvantages:
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Complex and difficult to program (similar to DX12).
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Requires more code and manual memory management
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More recent support on some platforms (e.g., on macOS, only via layers like MoltenVK)
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WebGPU
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WebGPU is an open standard created by the W3C to offer GPU-accelerated graphics and computation within browsers.
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It is designed to replace WebGL, offering a more modern and efficient API based on Vulkan, Metal, and DirectX 12.
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Currently, it is being implemented natively in Chrome, Edge, and Firefox.
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Platforms :
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Web.
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Only in browsers compatible with WebGPU.
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It is not an independent library, but a standard that browsers implement.
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Who maintains it :
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The W3C, in collaboration with major companies like Google, Mozilla, Microsoft, and Apple.
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wgpu :
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Open-source MIT.
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It is a native implementation of the WebGPU standard, designed to work both in the browser and in desktop applications.
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It serves as a cross-platform wrapper that can use different graphics APIs depending on the operating system.
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Therefore, although WebGPU is a standard for the Web, wgpu is an implementation of that standard that can also run natively outside of browsers.
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Written in Rust, C/C++, etc.
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Type:
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Mid-level graphics API
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Platforms:
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Windows, Linux, macOS.
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Web, via WebGPU.
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Supported Backends:
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Vulkan, DX12, Metal, OpenGL (selected automatically)
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Focus:
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Cross-platform, WebGPU, ease of use (Rust, C/C++)
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Advantages:
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Cross-platform and compatible with WebGPU
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Easier to use than Vulkan/DX12
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Memory safety and stability
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Disadvantages:
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Less control over GPU optimizations
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Still in development, fewer tools than Vulkan/DX12
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wgpu vs WebGPU :
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If you are developing for the Web, you will use WebGPU directly.
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If you want to use WebGPU also in native apps, wgpu is the right choice, as it allows running the same code both in the browser and on desktops.
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wgpu vs Vulkan :
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.
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.
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.
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.
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.
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OpenGL
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OpenGL .
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Open Source Open Standard.
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OpenGL itself has not been officially "deprecated" globally, but it is obsolete in many contexts and being replaced by more modern APIs, such as Vulkan.
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ES 3.x versions are still used on mobile, but Vulkan is the future.
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Type:
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Mid-level graphics API
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Platforms:
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Windows, Linux, macOS.
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Support for Web via WebGL.
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Backend:
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OpenGL
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Focus:
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3D graphics for games, graphics engines, scientific applications
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Advantages:
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Cross-platform and widely supported
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Easy to use compared to DX12/Vulkan
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Good documentation and strong community
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Disadvantages:
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Old API, not optimized for modern GPUs
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Less control over memory and graphics pipeline
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Limited support on macOS (Apple uses Metal)
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WebGL
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Open Source Open Standard.
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It is based on OpenGL ES 2.0, which is a simplified version of OpenGL for mobile and embedded devices.
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WebGPU is the official successor to WebGL.
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WebGL is still functional, but it is not recommended for new projects.
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(2025-03-09) There is no official date for removal from browsers.
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Type:
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High-level graphics API
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Platforms:
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Web
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Backend:
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Based on OpenGL ES 2.0
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Focus:
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3D rendering on the web
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Advantages:
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Works directly in the browser, without the need for plugins
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Easy to learn and integrate into web applications
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Wide support, compatible with almost all browsers
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Disadvantages:
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Based on OpenGL ES 2.0, older and less efficient technology
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No native support for modern features like Ray Tracing and Compute Shaders
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May have lower performance than WebGPU
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DirectX 12
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Closed-source, from Microsoft.
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Type:
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Low-level graphics API.
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Platforms:
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Windows and Xbox
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Backend:
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Direct3D 12
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Focus:
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AAA games, high-performance applications
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Advantages:
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Direct control over the GPU
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Support for Ray Tracing via DXR
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Advanced Microsoft tools (PIX, RenderDoc)
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Disadvantages:
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Only for Windows and Xbox
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High complexity, requires manual memory management and synchronization.
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Metal
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Closed-source, from Apple.
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Low level and high performance :
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Reduces CPU overhead, allowing better use of the GPU.
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Support for parallel computation :
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Includes an API for general computation on the GPU (similar to CUDA or OpenCL).
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Platforms :
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Exclusive to the Apple ecosystem.
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Apple discontinued official support for OpenGL and encourages the use of Metal.
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Support for Ray Tracing (since Metal 3).