wgpu

A cross-platform, safe, pure-Rust graphics API. (by gfx-rs)

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better wgpu alternative or higher similarity.

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wgpu reviews and mentions

Posts with mentions or reviews of wgpu. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-07-16.
  • Wgpu - Unified Interface to Graphics APIs: Direct3D 12, Metal, and Vulkan
    1 project | news.ycombinator.com | 16 Jul 2025
  • Shipping WebGPU on Windows in Firefox 141
    6 projects | news.ycombinator.com | 16 Jul 2025
    that's an exciting feature to have available, as raytracing hardware is now in mobile iGPUs and phones.

    There is a tracking issue[1], although I ma not sure how much of that makes it to the browser.

    [1] https://github.com/gfx-rs/wgpu/issues/6762

  • Ask HN: Resources for General Purpose GPU development on Apple's M* chips?
    7 projects | news.ycombinator.com | 25 Dec 2024
    People have already mentioned Metal, but if you want cross platform, https://github.com/gfx-rs/wgpu has a vulkan-like API and cross compiles to all the various GPU frameworks. I believe it uses https://github.com/KhronosGroup/MoltenVK to run on Macs. You can also see the metal shader transpilation results for debugging.
  • What's Next for WebGPU
    7 projects | news.ycombinator.com | 21 Nov 2024
    This is in reference to [1].

    [1] https://github.com/gfx-rs/wgpu/issues/6434

  • Repeatability: As Difficult as it is Important
    1 project | news.ycombinator.com | 4 Nov 2024
    > Did they actually write that somewhere?

    wgpu.rs for comments about "general purpose", "modern" is my own interjection, and [1] about the difference in priorities between the WGPU maintainers and (funnily enough) you.

    I do believe a cross-platform and modern interface is difficult to square with high performance. I don't think either side is wrong to choose the priorities it has, but someone will be underserved. They probably need far more manpower/talent than they have to improve performance proportionately.

    [1] https://github.com/gfx-rs/wgpu/discussions/5525

  • Pygfx
    10 projects | news.ycombinator.com | 25 Oct 2024
    Sorry, I'll try to be clearer. QRhi docs[1] say "The Qt Rendering Hardware Interface is an abstraction for hardware accelerated graphics APIs, such as, OpenGL, OpenGL ES, Direct3D, Metal, and Vulkan." And PySide6 includes a (python) wrapper for QRhi[2]. Meanwhile, pygfx builds on wgpu-py[3] which builds on wgpu[4] which is a "is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL".

    So, from the standpoint of someone using PySide6, QRhi and pygfx seem to be alternative paths to the exact same underlying graphics APIs.

    Thus my question: How do they compare? How should I make an informed comparison between them?

    [1] https://doc.qt.io/qt-6/qrhi.html

    [2] https://doc.qt.io/qtforpython-6/PySide6/QtWidgets/QRhiWidget...

    [3] https://github.com/pygfx/wgpu-py/

    [4] https://github.com/gfx-rs/wgpu

  • Q3 dev update for Graphite, a Blender-inspired 2D procedural design Rust app
    6 projects | news.ycombinator.com | 15 Oct 2024
    Everything will be using compute shaders for the foreseeable future. [WGPU](https://wgpu.rs/) abstracts that to work with WebGPU on browsers, DirectX/Vulkan on Windows, Metal on Mac, and Vulkan on Linux and Android. There may be opportunities to explore vendor-specific options like CUDA in the far future to leverage a further increase in performance, but compute shaders are portable and nearly as good.
  • How to get started in Graphics Programming in 2024?
    1 project | news.ycombinator.com | 8 Oct 2024
  • A high-performance, zero-overhead, extensible Python compiler using LLVM
    6 projects | news.ycombinator.com | 18 Sep 2024
    Instead of building their GPU support atop CUDA/NVIDIA [0], I’m wondering why they didn’t instead go with WebGPU [1] via something like wgpu [2]. Using wgpu, they could offer cross-platform compatibility across several graphics API’s, covering a wide range of hardware including NVIDIA GeForce and Quadro, AMD Radeon, Intel Iris and Arc, ARM Mali, and Apple’s integrated GPU’s.

    They note the following [0]:

    > The GPU module is under active development. APIs and semantics might change between Codon releases.

    The thing is, based on the current syntax and semantics I see, it’ll almost certainly need to change to support non-NVIDIA devices, so I think it might be a better idea to just go with WebGPU compute pipelines sooner rather than later.

    Just my two pennies…

    [0]: https://docs.exaloop.io/codon/advanced/gpu

    [1]: https://www.w3.org/TR/webgpu

    [2]: https://wgpu.rs

  • SDL3 new GPU API merged
    25 projects | news.ycombinator.com | 29 Aug 2024
    wgpu supports WebGPU: https://github.com/gfx-rs/wgpu :

    > While WebGPU does not support any shading language other than WGSL, we will automatically convert your non-WGSL shaders if you're running on WebGPU.

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gfx-rs/wgpu is an open source project licensed under Apache License 2.0 which is an OSI approved license.

The primary programming language of wgpu is Rust.


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