Uverse uses WebGPU as the browser graphics path for editor rendering, play mode, and packaged web builds, with the same project model continuing into native players.
One Browser Graphics Path for Editor and Play Mode
The browser is the authoring environment, so its graphics API is part of the engine architecture rather than a secondary preview target. Uverse uses WebGPU for real-time rendering and GPU compute work inside that environment.
A shared project and runtime contract keeps browser editing, browser playtesting, and standalone web delivery connected. Native exports then run through dedicated platform players and graphics backends.
Why WebGPU instead of treating the browser as a wrapper
WebGPU exposes modern rendering and compute concepts directly in supported browsers. That lets Uverse run engine-owned systems in the browser rather than streaming an installed editor UI or embedding a browser inside a native build.
Graceful capability checks
The website avoids mounting optional GPU effects when WebGPU is unavailable. Packaged demonstrations provide a clear compatibility message instead of leaving an unexplained blank canvas.
Current implementation status
The Web build path and WebGPU play mode are functional. Exact performance depends on the project, browser, operating system, and GPU; public benchmark claims will be added only with reproducible evidence.