The problem is that it's gonna be hard to use WebGPU in such cases, because when you go that "high" you usually require bindless resources, mesh shaders, raytracing, etc, and that would mean you're a game company so you'd end up using platform native APIs instead.
Meanwhile, for web, most web games are... uhhh, web games? Mobile-like? So, you usually aim for the best performance where every shader ALU, drawcall, vertex and driver overhead counts.
That said, I agree on your take. Things such as this (https://voxelchain.app/previewer/RayTracing.html) probably would run way worse in WebGL. So, I guess it's just a matter of what happens in the future and WebGPU is getting ready for that! I hope that in 10 years I can have at least PBR on mobiles without them burning.
Meanwhile, for web, most web games are... uhhh, web games? Mobile-like? So, you usually aim for the best performance where every shader ALU, drawcall, vertex and driver overhead counts.
That said, I agree on your take. Things such as this (https://voxelchain.app/previewer/RayTracing.html) probably would run way worse in WebGL. So, I guess it's just a matter of what happens in the future and WebGPU is getting ready for that! I hope that in 10 years I can have at least PBR on mobiles without them burning.