> Waiting for target devices to have TFlops of FP32 performance, and good support for compute shaders, is less than ideal. Many currently sold phones, tablets, laptops, and even some desktop PCs, have limited GPGPU capabilities and/or performance. These currently sold devices gonna stay in use for at least couple years in the future.
I'm reminded of how Windows Presentation Foundation relied on a level of GPU-based 3D acceleration that wasn't yet universally available on non-gamer PCs when Vista came out. This affected my brother when he was in seminary and tried to run the WPF-based Logos 4 Bible software on a budget laptop bought around 2007 (edit: actually 2008 IIRC). By 2011 it got bad enough that I just bought him a new laptop. And he wasn't the only one affected by this; there were others talking about it on the forum for that application [1]. This anecdote has stuck with me as a cautionary tale about us developers failing to put our users first in our technology choices (though I admit it hasn't actually stopped me from using Electron when the pressure to ship is on).
[1]: https://community.logos.com/forums/t/6200.aspx