WebGPU offers lower CPU overhead and direct access to compute shaders, which are critical for demanding AR/VR workloads like physics simulations, particle systems, and advanced lighting.
Module 1: Stereoscopic Rendering in WebGPU
Rendering for VR requires submitting two views (left and right eye). WebGPU allows for multiview rendering, executing the vertex shader once and broadcasting it to multiple layers, drastically reducing draw calls.
multiview.wgslrust
@vertex
fn main(@builtin(view_index) view_idx: u32, ...) -> VertexOutput {
let view_proj = camera.view_proj[view_idx];
// Transform vertices using the specific eye's matrix
}Module 2: Compute Shaders for Physics
Use WGSL compute shaders to simulate cloth, hair, or fluid dynamics directly on the GPU, leaving the CPU free for game logic.