WebGPU vs TypeGPU Interactive Comparison
Interactive live demos that lay bare the real differences between the two in GPU execution performance, developer experience, and type safety — performance is exactly identical; the gap is all in engineering efficiency.
Contents
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Chrome 113+ / Edge 113+ / Safari 17+ is required to experience the live GPU demos; the memory layout, code comparison and performance chart remain fully interactive even without WebGPU support.
Key Insights
GPU execution performance is exactly identical; the real differences are in developer efficiency, type safety and memory layout management.
TypeGPU is a type-safe layer built on top of WebGPU, and the two deliver exactly the same GPU execution performance — because TypeGPU compiles TypeScript to WGSL at build time and calls the native WebGPU API directly at runtime. The real differences show up in development efficiency, type safety, and memory layout management. Every demo on this page runs live in the browser; drag the sliders and switch modes to verify it yourself.
Live Rendering Comparison
Drag the sliders and switch demo modes: both canvases render the same particle system in parallel, and the readouts refresh every frame.
Memory Layout Comparison
One and the same Particle struct: one side computes offset and stride by hand, the other is aligned automatically by typed-binary.
Click the buttons to change the struct field order and see how error-prone manual layout is. A vec3f actually occupies 16 bytes (including 4 bytes of padding)!
- [*]WGSL structhand-written string / generated from types
- [*]offset and stridemanual / inferred automatically
- [*]vec3f alignment16 bytes (incl. padding)
- [*]field order changeedit 3 places / edit 1 place
- [*]when errors surfaceruntime glitch / compile-time error
Live Code Complexity Comparison
Two ways to write the same feature: shader, pipeline setup and memory layout compared side by side.
Same functionality: native WebGPU takes about 142 lines of effective code, TypeGPU about 48. Switch tabs to compare how the shader, pipeline setup and memory layout are written.
GPU Execution Performance History (proving both perform identically)
As the particle count grows, the GPU execution time curves of WebGPU and TypeGPU overlap perfectly.
As the particle count grows, the GPU execution time curves of WebGPU and TypeGPU overlap perfectly, proving that TypeGPU's runtime performance is identical to native WebGPU's. The only difference shows up in CPU-side development efficiency.
Throughput and overhead
RATIOShader Code Walkthrough
The shaders running live on this page: hand-written WGSL on the WebGPU side, the same WGSL compiled from TypeScript on the TypeGPU side.
struct Particle { pos: vec2f, vel: vec2f, color: vec3f, life: f32,}; @binding(0) @group(0) var<storage, read_write> particles: array<Particle>;@binding(1) @group(0) var<uniform> params: vec4f; @compute @workgroup_size(64)fn computeMain(@builtin(global_invocation_id) id: vec3u) { let idx = id.x; let count = u32(params.x); if (idx >= count) { return; } var p = particles[idx]; let dt = params.y; let load = u32(params.z); let mode = u32(params.w); if (mode == 0u) { p.pos = p.pos + p.vel * dt; p.vel.y = p.vel.y - 0.5 * dt; if (p.pos.y < -1.0) { p.pos.y = -1.0; p.vel.y = p.vel.y * -0.8; } if (p.pos.x < -1.0 || p.pos.x > 1.0) { p.vel.x = p.vel.x * -0.9; p.pos.x = clamp(p.pos.x, -1.0, 1.0); } } else if (mode == 1u) { let dir = vec2f(0.0, 0.0) - p.pos; let dist = length(dir); if (dist > 0.01) { p.vel = p.vel + normalize(dir) * 3.0 * dt; } p.pos = p.pos + p.vel * dt; p.vel = p.vel * 0.995; } else { p.pos = p.pos + p.vel * dt; p.vel = p.vel * 0.999; if (length(p.pos) > 1.0) { p.vel = p.vel * -0.95; p.pos = normalize(p.pos) * 0.98; } } var dummy = 0.0; for (var i = 0u; i < load; i = i + 1u) { dummy = dummy + sin(f32(i) * 0.01 + p.pos.x) * 0.0001; } p.pos.x = p.pos.x + dummy; p.life = p.life - dt * 0.15; if (p.life <= 0.0) { p.life = 1.0; let seed = f32(idx); p.pos = vec2f(fract(sin(seed * 12.9898) * 43758.5453) * 2.0 - 1.0, fract(sin(seed * 78.233) * 43758.5453) * 2.0 - 1.0); p.vel = vec2f(fract(sin(seed * 43.123) * 23421.0) * 2.0 - 1.0, fract(sin(seed * 91.456) * 12345.0) * 2.0 - 1.0) * 0.5; } particles[idx] = p;}
struct VertexOut { @builtin(position) pos: vec4f, @location(0) color: vec3f, @location(1) life: f32,}; @vertexfn vertexMain(@location(0) pos: vec2f, @location(1) vel: vec2f, @location(2) color: vec3f, @location(3) life: f32) -> VertexOut { var out: VertexOut; out.pos = vec4f(pos, 0.0, 1.0); out.color = color; out.life = life; return out;} @fragmentfn fragmentMain(@location(0) color: vec3f, @location(1) life: f32) -> @location(0) vec4f { let alpha = smoothstep(0.0, 0.2, life); return vec4f(color * (0.5 + life * 0.5), alpha * 0.9);}
- [*]particle buffer32 bytes / vertex
- [*]attributespos · vel · color · life
- [*]workgroup64 invocations
- [*]compute pass1 dispatch / frame
- [*]topologypoint-list
Core Conclusions
Identical performance, types moved to compile time, three times the efficiency — the whole gap lands on the engineering side.
GPU performance: exactly identical
TypeGPU compiles TypeScript to WGSL at build time and calls the native WebGPU API directly at runtime. GPU execution performance is exactly the same as native WebGPU, with zero extra overhead. The two overlapping curves in the chart above prove it.
Type safety: caught at compile time
TypeGPU eliminates the type gap between JS and WGSL. Buffer types, shader parameters and memory layout are validated at compile time, so errors are caught while you write code — instead of surfacing at runtime as strange visual glitches.
Development efficiency: 3x faster
For the same functionality, TypeGPU cuts the amount of code by over 60%. No offsets to compute by hand, no WGSL strings to maintain, no memory-alignment traps to worry about. Any TypeScript developer on the team can take part in GPU programming.