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I bet there's a lot of cheap wins by bundling all those tiny files in a few bigger ones. But minimizing the WASM blob for a humongous native engine like Unreal
by flohofwoe 2y ago
I bet there's a lot of cheap wins by bundling all those tiny files in a few bigger ones. But minimizing the WASM blob for a humongous native engine like Unreal Engine 5 sounds like a real challenge. Even when this is reduced by 90% it's still 10x bigger than Unity's web output, which is 10x bigger than a specialized WASM game engine designed for the web as "first class citizen".
I have higher hopes for the web people (like PlayCanvas, Babylon, threejs, etc...) writing a proper WASM game engine by "scaling up" their experience of building browser rendering engines, than the traditional "native game engine" people "scaling down" to web requirements (especially when it comes to time needed to start into the game - the entire asset loading system of native engines needs to be rebuilt from scratch for this).
- astlouis44 2y agoWe've actually managed to reduce the WASM runtime for UE5 to just 8MB compressed. In regards to downloading assets, we've built out an asset streaming system to address this. It allows you to dynamically load in just what you need, when you need it, while everything else that isn't needed right away can be fetched at runtime.
- ge96 2y agoIntroducing the cdn of pre built wasm blobs...