Don't expect an automatic jump in performance when naively porting well-optimized WebGL code to WebGPU though, currently WebGPU is still in the "make it work" phase, and not yet in the "make it fast" phase. Some high-frequency calls currently have much higher overhead in WebGPU than comparable calls in WebGL2. Case in point, this 'microbenchmark' demo is slower in WebGPU than WebGL2 (in Chrome at least, haven't tested elsewhere yet):
WebGPU version: https://floooh.github.io/sokol-webgpu/drawcallperf-sapp.html
WebGL2 version: https://floooh.github.io/sokol-html5/drawcallperf-sapp.html
However, our renderer was built with native capabilities in mind (compute shaders!), so we would have had to rewrite it to support WebGL. We decided we'd keep up with WebGPU and see where it takes us :)
In the future, we may write a fallback renderer that's compatible with WebGL/older GPUs, but we wanted to focus on getting our existing renderer working first.