![]() Developers will still have the freedom to pay attention to memory and performance of their own content, or not. We continue to work on the web platform with a lot of concern for memory and performance and start-up time. It will be no difference than choosing the OpenGL ES graphics api, or the Vulkan graphics api, when building for desktop or Android. If WebGPU is the current graphics api at runtime, some things will be able to utilize it, like animation skinning. Some features in Unity that are not available on WebGL, like compute shaders, will be available with WebGPU, but there is no requirement to use it. From the developer's perspective, there is little to no difference using WebGPU or WebGL. I don't think there is anything in any of this that will force developers to be lazy. We work hard on it, and will continue to do so. I'm glad you're having success with WebGL2. That's fine, WebGL will continue to be available, supported, and improved. Animation skinning, for example, is calculated on the CPU for WebGL, and will use compute shaders to run on the GPU on WebGPU. While 99 percent of games might not care about that feature, there are internal uses in the Unity engine that will help improve performance. What WebGPU provides that WebGL does not, is compute shaders. Developers will always be pushing the boundaries of hardware limits, and more powerful hardware and cheats will always help adjust those limits.Īgain, WebGPU won't magically make things faster, and batching is always preferable for any graphics api. ![]() WebGPU won't magically make things faster. That's always been true, for both WebGL and WebGPU. Unity will support the platforms supported by WebGPU. For WebGPU, Google just released the early alpha testing release of WebGPU running on Android. What do you mean Android is left out, and the only one truly in need of optimization? Both of those statements are not true, for either WebGL or WebGPU. Both will be supported and both have their strengths and weaknesses. The TLDR is that WebGPU will not replace WebGL now or in the forceable future. I'm not entirely sure what your rant is about, but I'll try to answer some of your questions / concerns. but the actual build works at 30+ fps even on a huwaei from 10 years ago with no problems! It's funny, as I see people complaining about webgl unity, while I am currently using a bugged version of the engine with a known memory leak. because that "ELSE" is quite litterally a button press and a 0.5 secons of load time away! The mobile market is just too diverse to start telling people "upgrade, or else". Webgl 1, 2 and now gpu should be all maintained in my opinion. Or at least fix enough problems automatically that the game doesn't become a memory hog running at 25 fps on a chip equivalent to a 1060 gtx? What is there in webgpu that forces developers to NOT be lazy? while also making development more chill and relaxed. ![]() Then, webgl 2.0 even in unity when you actually learn how to make it work is even more stable and rewarding than standalone, and FASTER than Playcanvas(wierd i know, but trust me it IS!!!) as you are forced to really optimize every aspect of your game, from garbage collection to shader operations to memory. I can't say I'm interested in yet another framework that is "better" only by utilizing an already present and expensive hardware, instead of optimizations that increase speed and compatibily across all devices, while also reducing manifacturing costs. ![]() OR show scenarios that 99 percent of games won't even feature! Plus, all the demos i hav seen show "problems" that can be solved by simple batching. How can you say that you are rolling out this feature early " to get feedback and improve quicker", when the Android mobile platform, the only one truly in need for optimization was left out?Īll other platforms can make use of much more powerful hardware and cheat by increasing power consumption. So I think it is replacing my assets url by the default 'angular' url but I can't find anything related to this.Since you seem connected to the dev teams working on this, I'll share a little confusion. That's probably firebase rewrite rules because it loads a blob. UnityLoader.js:1 Invoking error handler due to Uncaught Synta圎rror: I use the url /assets/webgl/index.html to launch the webgl.Īll works in dev, but when I deploy on Firebase, I got this error : I have an angular app where I read Unity WebGl in a iframe. ![]()
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