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UID:pretalx-godotcon-boston-2026-CT739D@talks.godotengine.org
DTSTART;TZID=EST:20260721T111500
DTEND;TZID=EST:20260721T114000
DESCRIPTION:Godot 4’s full RenderingDevice pipeline\, including compute s
 haders and storage buffers\,has historically been out of reach in the brow
 ser because WebGL cannot express the APIsit needs. This talk covers an exp
 erimental WebGPU backend for Godot implemented as aRenderingDeviceDriver\,
  the same abstraction targeted by Godot’s Vulkan\, Metal\, and D3D12back
 ends\, allowing the existing Forward Mobile and Forward+ renderers to run 
 in Chrome\,Firefox\, and Safari with minimal changes to the core renderer.
 \n\nI’ll walk through the key engineering challenges behind the project:
  translating SPIR-Vshaders to WGSL\, reducing the cost of thousands of WAS
 M-to-JS-to-GPU calls per frame\,and adapting Godot’s rendering assumptio
 ns to WebGPU’s stricter model without push constants\,subpasses\, or exp
 licit barriers. The result is currently around 4x faster than Godot’sWeb
 GL pipeline\, about 70% as fast as native in tested scenarios\, and can ru
 n the Forward+ global-illumination stack in the browser.\n\nThe project wa
 s also built with AI assistance. I’ll discuss how that changed the devel
 opment process: where it helped accelerate exploration and implementation\
 , where human judgment was still essential\, and what the experience taugh
 t me about working inside Godot’s rendering architecture.\n\nIn 25 minut
 es\, this will be a technical tour of what was built\, why WebGPU matters 
 for Godot developers\, and what lessons from the project may apply to futu
 re engine work.
DTSTAMP:20260708T081351Z
LOCATION:Talks Room 2
SUMMARY:Godot WebGPU (Shiny Gen Engine) - David Walter
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/CT739D/
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