wgpu-rs VS gpuweb

Compare wgpu-rs vs gpuweb and see what are their differences.

wgpu-rs

Rust bindings to wgpu native library (by gfx-rs)

gpuweb

Where the GPU for the Web work happens! (by gpuweb)
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wgpu-rs gpuweb
16 72
1,699 5,069
- 0.9%
9.0 9.2
about 4 years ago 3 days ago
Rust Bikeshed
Mozilla Public License 2.0 GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

wgpu-rs

Posts with mentions or reviews of wgpu-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-30.
  • Using WGPU + crates directly or Bevy?
    1 project | /r/rust_gamedev | 4 Jul 2022
    You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
  • gfx-rs ecosystem releases v0.8
    3 projects | /r/rust | 30 Apr 2021
    wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
  • Rust shader translator is 2.5x faster
    1 project | news.ycombinator.com | 27 Apr 2021
  • GPU compute shader for SHA256 using Rust!
    3 projects | /r/rust | 25 Apr 2021
    rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
  • GPU programming .. SYCL
    2 projects | /r/rust | 15 Apr 2021
  • Bevy 0.5
    14 projects | /r/rust | 6 Apr 2021
    For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
  • Bevy 0.5: data oriented game engine built in Rust
    10 projects | news.ycombinator.com | 6 Apr 2021
    We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
  • Help a newbie (in this language) to find directions :)
    1 project | /r/rust_gamedev | 2 Apr 2021
    It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
  • Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
    6 projects | /r/rust_gamedev | 30 Mar 2021
    Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
  • Newbie questions on design patterns in Rust
    2 projects | /r/rust_gamedev | 21 Mar 2021
    Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.

gpuweb

Posts with mentions or reviews of gpuweb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-07-16.
  • Shipping WebGPU on Windows in Firefox 141
    6 projects | news.ycombinator.com | 16 Jul 2025
    https://github.com/gpuweb/gpuweb/issues/380

    > Would you like to render high quality lines or points? Sorry, it's not been a priority to make that simple. Better go study up on SDFs and beziers.

    I realize lines and font rendering are an insanely complex fields, and that OpenGL offering at least lines and Vulkan not sure feels like a slap in the face. The work being done by groups like https://linebender.org/ is intense. Overall though that intensity makes me question the logic of trying to include it, wonders whether fighting to specify something that clearly we don't have full mastery over makes sense: even the very best folks are still improving the craft. We could specify an API without specifying an exact implementation, without conformance tests, perhaps, but that feels like a different risk. Maybe having to reach for a library that does the work reflects where we are, causes the iteration & development we sort of need?

    > actually producing a lit, shaded and occlusioned image with PBR, indirect lighting, antialiasing and postfx

    I admit to envying the ambition to make this simple, to have such a great deep knowledge as Steve and to think such hard things possible.

  • Particle Life simulation in browser using WebGPU
    5 projects | news.ycombinator.com | 26 May 2025
  • The Slang Shading Language
    6 projects | news.ycombinator.com | 26 Nov 2024
    I see your point, but one issue is that you can't go from HLSL or GLSL to WGSL for compute work, as the way atomics are typed is incompatible[1]. That's a primary reason we (currently) use WGSL, because going from that to legacy shader languages does work. But then you have all the limitations of WGSL.

    Slang had to make a change to its type system[2] to make this work. But they did it, and as a result Slang is appealing as an "apex" language - you can translate from that to anything, and also get advanced features lacking in WebGPU.

    [1]: https://github.com/gpuweb/gpuweb/issues/2377

    [2]: https://github.com/shader-slang/slang/issues/5084

  • What's Next for WebGPU
    7 projects | news.ycombinator.com | 21 Nov 2024
    I am referring primarily to the fact that a restricted subset of WebGPU is needed ('compatibility mode') for D3D11 / GLES era hardware[0]

    [0] https://github.com/gpuweb/gpuweb/issues/4266

  • WebGPU-Based WiFi Simulator
    1 project | news.ycombinator.com | 20 Oct 2024
    Dev tools gave me this link: https://github.com/gpuweb/gpuweb/wiki/Implementation-Status#...

    Looks like I'll skip this one.

  • DirectX Adopting SPIR-V as the Interchange Format of the Future
    4 projects | news.ycombinator.com | 19 Sep 2024
    > It would be great if you could find that Unity/Adobe discussion as I would be interested to read it.

    https://github.com/gpuweb/gpuweb/wiki/Minutes-2019-09-24

    Corentin: Web Shading Language — A high-level shading language made by Apple for WebGPU.

    [...]

    Jesse B (Unity): We care about HLSL

    Eric B (Adobe): Creating a new high level language is a cardinal sin. Don’t. Do. That. Don’t want to rewrite all my shaders AGAIN.

  • Ask HN: Resources for GPU Compilers?
    6 projects | news.ycombinator.com | 2 Sep 2024
  • Show HN: Remove-bg – open-source remove background using WebGPU
    6 projects | news.ycombinator.com | 26 Aug 2024
  • Gpu.cpp: A lightweight library for portable low-level GPU computation
    8 projects | news.ycombinator.com | 12 Jul 2024
    See https://news.ycombinator.com/item?id=40952182#40957959

    It's early but my current since WGSL -> SPIRV is fairly shallow mapping you should be able to get close modulo extensions. Extensions can be important though, in particular I'm tracking this closely:

    https://github.com/gpuweb/gpuweb/issues/4195

    One subgoal of gpu.cpp is to be able to have a canvas to experiment and see how far we can push the limits.

  • Unreal Engine 5 in the Browser
    1 project | news.ycombinator.com | 9 Jul 2024
    On Chrome for Linux you'll need

    > The chrome://flags/#enable-unsafe-webgpu flag must be enabled (not enable-webgpu-developer-features). Linux experimental support also requires launching the browser with --enable-features=Vulkan.

    Nightly Firefox should have it already.

    https://github.com/gpuweb/gpuweb/wiki/Implementation-Status#...

What are some alternatives?

When comparing wgpu-rs and gpuweb you can also consider the following projects:

ash - Vulkan bindings for Rust

naga - Universal shader translation in Rust

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

WASI - WebAssembly System Interface

bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine

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InfluxDB 3 OSS is now GA. Transform, enrich, and act on time series data directly in the database. Automate critical tasks and eliminate the need to move data externally. Download now.
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