Neither API wins everywhere in 2026. The measured facts from this chapter and WebGPU line up like this:
| Question | WebGL 2 | WebGPU |
|---|---|---|
| Share of users (caniuse.com 3,038 , Sept. 2026) | 96.44% | 87.35% |
| Compute shaders, storage buffers | No | Yes (Compute and Workgroups-Particles and Culling) |
| Cost per draw call | High (Bottlenecks) | Lower; render bundles (4.15) |
| Software fallback here | SwiftShader 2,546 , reliable | No adapter (Migration Paths) |
| Shading language | GLSL ES 3.00 | WGSL (WGSL Types) |
| Frame debugger | Spector.js 1,619 | WebGPU Inspector 369 (4.4.7) |
Choose WebGL 2 when reach matters most (older phones, locked-down corporate machines, Linux Firefox 555 ), when the scene is modest, or when you maintain WebGL code that works. Choose WebGPU when the work is compute (simulation, machine learning, sorting and culling on the GPU), when draw-call overhead limits a large scene, or when the project will outlive today's gaps in support. For most 3D sites the practical answer is neither directly: Three.js 30,815 and Babylon.js 89,603 (Three.js and Babylon.js) draw through WebGPU when it is available and fall back to WebGL 2, so the choice becomes a setting. BookNest's shelf fits WebGL 2 comfortably; its GPU-sorted catalog (GPU Price Sort) needs WebGPU.
<!doctype html>
<style>
body { margin: 0; font: 11px system-ui, sans-serif; background: #f7f4ee; color: #333; }
.wrap { position: relative; max-width: 600px; }
canvas { display: block; width: 100%; }
.cell { position: absolute; transform: translateY(-50%); font: 11px system-ui, sans-serif; padding-left: 8px; box-sizing: border-box; }
.head { font-weight: bold; }
</style>
<div class="wrap"><canvas id="c" width="600" height="320"></canvas></div>
<script>
const gl = document.getElementById('c').getContext('webgl2');
const wrap = document.querySelector('.wrap');
// [question, WebGL 2, WebGPU, which is stronger: 1 = WebGL, 2 = WebGPU, 0 = neither]
const rows = [
['Share of users (caniuse, Sept. 2026)', '96.44%', '87.35%', 1],
['Compute shaders, storage buffers', 'No', 'Yes', 2],
['Cost per draw call', 'High', 'Lower; render bundles', 2],
['Software fallback', 'SwiftShader, reliable', 'No adapter', 1],
['Shading language', 'GLSL ES 3.00', 'WGSL', 0],
['Frame debugger', 'Spector.js', 'WebGPU Inspector', 0],
['On this machine', 'checking...', 'checking...', 0]];
const columns = [[0, 250], [250, 175], [425, 175]], rowH = 40;
const tints = { head: [0.16, 0.24, 0.33], plain: [0.97, 0.96, 0.93], alt: [0.93, 0.91, 0.87], win: [0.78, 0.88, 0.74], lose: [0.95, 0.85, 0.8] };
function cell(col, row, colour) { // one scissored clear per table cell, 1px gaps as grid lines
const [x, w] = columns[col];
gl.scissor(x + 1, 320 - (row + 1) * rowH + 1, w - 2, rowH - 2);
gl.clearColor(...colour, 1); gl.clear(gl.COLOR_BUFFER_BIT);
}
function text(col, row, html, cls = '') {
const [x, w] = columns[col];
const el = document.createElement('div');
el.className = 'cell ' + cls; el.innerHTML = html;
Object.assign(el.style, { left: x / 6 + '%', width: w / 6 + '%', top: ((row + 0.5) * rowH) / 3.2 + '%' });
wrap.append(el); return el;
}
function draw() {
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(0.75, 0.72, 0.67, 1); gl.scissor(0, 0, 600, 320); gl.clear(gl.COLOR_BUFFER_BIT);
[0, 1, 2].forEach((c) => cell(c, 0, tints.head));
rows.forEach(([, , , best], i) => {
const base = i % 2 ? tints.alt : tints.plain;
cell(0, i + 1, base);
cell(1, i + 1, best === 1 ? tints.win : best === 2 ? tints.lose : base);
cell(2, i + 1, best === 2 ? tints.win : best === 1 ? tints.lose : base);
});
}
['Question', 'WebGL 2', 'WebGPU'].forEach((h, c) => text(c, 0, h, 'head').style.color = '#fff');
const live = rows.map(([q, a, b], i) => [text(0, i + 1, q), text(1, i + 1, a), text(2, i + 1, b)]);
draw();
// The last row is measured: which API this browser can actually use right now.
const info = gl.getExtension('WEBGL_debug_renderer_info');
live[6][1].textContent = 'Yes' + (info ? ': ' + gl.getParameter(info.UNMASKED_VENDOR_WEBGL).replace(/\s*\(.*$/, '') : '');
rows[6][3] = 1; draw();
(navigator.gpu ? navigator.gpu.requestAdapter() : Promise.resolve(null)).then((adapter) => {
live[6][2].textContent = adapter ? 'Yes: ' + (adapter.info?.vendor || 'adapter found') : navigator.gpu ? 'No adapter' : 'No navigator.gpu';
rows[6][3] = adapter ? 0 : 1;
draw();
}).catch(() => { live[6][2].textContent = 'Request failed'; });
</script>