WebGPU Is Now Safe to Ship, Not Just Experiment With

Three.js has shipped a production ready WebGPURenderer since r171, with zero config setup and an automatic fallback to WebGL 2 on devices that don't support WebGPU yet. Safari has since added WebGPU support too, which means every major browser now understands it, and the fallback means there's no longer a real reason to avoid defaulting to it on a new project.
The practical upside isn't just raw speed. Three.js's new shader language, TSL, lets you write a shader once and have it compile to both WGSL and GLSL, so you're not maintaining two separate shader codebases to support older browsers. Compute shaders under WebGPU also push particle counts well past what WebGL could realistically handle, useful for anything with dense point clouds or large instanced scenes.
For any studio doing browser based 3D configurators or interactive product visualisation, this is the point where should we build on WebGPU stops being a risk question and becomes the sensible default, with WebGL quietly catching anyone left behind. We'd still test on the actual devices a client's audience will use before assuming that in production.