5 ms·
It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initia
by aroman 5y ago
It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this!
[0] https://unity.com/solutions/instant-games https://unity.com/solutions/instant-games
- bathtub365 5y agoWhen did you last check? What packages were in use? On a toy project built from 2020.3 I have 2.2MB of WASM.
- jcun4128 5y agoIt's interesting I have a mid computer (3060/i9/80gb ram/ssd) and with gigabit fiber, it still takes a long time. What is taking a while? Maybe it's request load. Once it loads though wow, the graphics are great, nice little physics effects. Wonder how many online games are like this. Light source/shadow also cool. On subsequent loads it's fast like it's near 80-90% already.
- tpmx 5y agoIt took 6 seconds for me (pretty similar computer and connection speed). I am however just 6 ms RTT away from its hosting location in Copenhagen, DK. (I'm in southern Sweden.)
- jcun4128 5y agoOkay guess it is just a data transfer thing, I'm in the middle of US.
- londons_explore 5y ago80gb of ram is now mid range???
- tpmx 5y agoI'd say 16 GB is mid range at the moment.
- jcun4128 5y agoah yeah mostly meant the graphics card, 3060 is lower tier of 30 series. in terms of gaming yeah this is a mid-tier computer I want to get a 3090FE just because, but I'm not dropping $4K on that
- BatFastard 5y agoYou are in top 1% in RAM, top 2% in processor, and top 2% in GPU. I would not call that mid range. Hell I am running a 980Ti and its still on the top 10%.
- jcun4128 5y agoIt's unrelenting ha with the new intel surpassing some Ryzen (at the expense of power/heat) and DDR5... crazy. Yeah I know for dev work can scale down eg. pi zero on a keychain and use cloud resources.
- kingcharles 5y agoI have a $300 laptop and a mobile (cell) Internet connection and it loaded quickly for me and is also butter-smooth. [Note: I also have 156 other tabs currently open in Chrome. And another 30 in Edge. Don't hate me!]
- somethoughts 5y agoIts interesting in that perhaps if Unity gets it right it could fill the functional use case void that has been present ever since the demise of Adobe Flash - rich interactive user experiences within the browser. And done natively with no need for the plugin mess and security holes of Flash. The key would be navigating the feature creep that led to the bulk and security holes of Flash.
- aroman 5y agoTotally agree. Unity is definitely in the best position to become the new Flash, but so far, they seem completely uninterested in investing in that future. I can't totally blame them, because the vast majority of their revenue comes from mobile and their services business. Unity already has the bulk, but the security holes shouldn't be as big of an issue given that it's "just a website" and runs in the browser sandbox.
- h0l0cube 5y ago> I can't totally blame them, because the vast majority of their revenue comes from mobile and their services business Seems like they could make a whole new market though. It's more likely that browser support is being held back from Safari/Chrome to keep money flowing to app stores
- Andrew_nenakhov 5y agoWorks just fine in Firefox on my aging Moto Z4. Took 45 seconds to load, but then was very smooth.
- citizenkeen 5y agoMeanwhile, Godot 4 should be _editable_ in the browser.
- aroman 5y agoYes, but afaik, the experience of building for the browser as a runtime target for games in Godot is still not much better than Unity, just less bloated. I for one would love it if Godot made web a first-class focus, but it doesn't seem like they are yet.
- daredevildave 5y agoPlayCanvas[0] is the probably the closest "web-first" solution compared to Unity. Used by lots of Snap Games & Instant Games. It's written in JS which means that it's way smaller ~350kB for an empty scene if I recall. [0] https://playcanvas.com https://playcanvas.com
- jordwest 5y ago> It's written in JS which means that it's way smaller There's nothing inherently large about WebAssembly, it's just that most practical wasm demos bundle emscripten (essentially an entire OS's standard library) or another very heavy layer in order to interop between the JS and WASM world. As a bit of an experiment to see how small wasm could practically be with a minimal interop layer, I built this little project - the web demo is 90KB of JS + 70KB of wasm: https://github.com/jordwest/cavernos https://github.com/jordwest/cavernos It was heavily inspired by this article which manages even smaller builds: http://cliffle.com/blog/bare-metal-wasm/ http://cliffle.com/blog/bare-metal-wasm/ There's a lot of room for improvement in terms of size optimisation in most projects, but it's still early days and for now most of them just bundle an OS compatibility layer to get things working quickly.
- lupire 5y agoIt's smooth, but it uses massive GPU resources even when idling.
- Demcox 5y agoHave an 14" M1 Pro and it takes me about 5-7 second and I have about 250Mbit down. I think you're limited by DL speed. edit The bottleneck is most likely distance too server and RTT