Earlier quoted context omitted.
> they felt their native renderer on those platforms was better and less memory intensive This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.
WebGPU has some surprising performance problems (although I only checked Google's Dawn library, not Rust's wgpu), and the amount of code that's pulled into the project is massive. A well-made Metal renderer which only implements the needed features will easily be 100x smaller (in terms of linecount) and most likely faster.
I am still curious how much uptake WebGPU will end up having on Android, or if Java/Kotlin folks will keep targeting OpenGL ES.