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Except WebGPU 1.0 isn't modern, it exposes hardware capabilities from a decade ago, better than WebGL 2.0 sure, which is what mobile GPUs were in 2010.

And the sandboxing get up to 4 GB, which in most cases will kill the browser depending on how many tabs are open.

Most real-world edits aren't hitting those limits. Constraint ≠ useless, it just defines the target use case.
Depends on the target audience.