This is very nice indeed, except it does not work on mobile devices.
WebGL works on mobile devices, not all browsers have caught up yet, but there is progress.
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This is very nice indeed, except it does not work on mobile devices.
WebGL works on mobile devices, not all browsers have caught up yet, but there is progress.
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There aren't even any native Unreal Engine 4 games out yet that I'm aware of: http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games#Unr... That's the purpose of this demo: to show that the Web stack is ready even for upcoming AAA games, not just ones from a few years ago.
Being ready for games doesn't mean games will come, just as U3 games haven't come (except for the one that hasn't shipped yet). Would be nice if Epic shipped one of their games; why haven't they?
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And better tooling helps here more than anything else. The giant elephant in the room nobody likes to speak towards is that Flash dominated not because it was a great language, but because they had awesome tooling around it. This is doing very little to address that. Now, the Unreal Engine is a great tool in and of itself. Having it target the browser is the questionable part to me.
Regarding tooling, I agree Flash's tools were a huge benefit for it. The same is true for engines like UE4 and its competitors, they all focus a lot on tooling. When those engines are ported to the web, the tools are part of that. Some tools might not just work, of course, like profiling tools or anything else that runs while the game executes on the target device, as opposed to the dev environment. But: 1. I have se…
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The fixed CPU workload makes sense. I mistakenly took it to mean they simply got within 67% of the framerate of native. Mayhap my misunderstanding is even deeper and those mean roughly the same thing. I'm still not sure I see the compelling use case. The tooling to create games that target various platforms already exists. Does this really widen the ballpark?
Measuring performance by framerate is tricky actually - it usually maxes out, and it's an inverse value, etc. It's a good quick measurement perhaps ("game X gets 50fps in Y but 60fps in Z", then clearly Z is better) but it's not an accurate measurement in many senses (for example both could get 60fps but one might use less CPU cycles). Measuring execution time for a fixed, deterministic non-stop workload is the best…
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Regarding tooling, I agree Flash's tools were a huge benefit for it. The same is true for engines like UE4 and its competitors, they all focus a lot on tooling. When those engines are ported to the web, the tools are part of that. Some tools might not just work, of course, like profiling tools or anything else that runs while the game executes on the target device, as opposed to the dev environment. But: 1. I have se…
Right, but it is safe to assume there will always be native targets for UE4. So, how will the web target really be a benefit? I can't imagine the DOM inspector will really be that useful in designing a 3d game. Am I wrong?
I just bought Titanfall yesterday. I run this on a watercooled PC, dual GPU setup. I wouldn't have bought such a PC setup just to run at 60% of system performance. I think Mozilla is marketing this wrong. Triple-AAA titles go for squeezing every last ounce of system performance. I don't think there is anything to be gained to putting a game like Titanfall, which has 5 gigabytes of assets (some UE titles are much bigg…
This is very nice indeed, except it does not work on mobile devices.
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You ignored my 200% mark, though. If I could run this demo in the browser and it pegs all of my cpus, compared to running the same demo "native" and having half my system capable of idling, I'm not sure I see the win. Even if it gets to 100% of "native." (I hate that it sounds like I am claiming that is the case here, as I really don't know.)
A game like this is a singular and extreme case. I can see a really big win for lots of business software. With browser deployment, lots of logistical problems just disappear. Heck, the notion of traditional corporate structure starts to disappear: Corporations exist because they can provide lowered transaction costs in specific contexts of production. I'm not sure I see the win. Even if it gets to 100% of "native."…
And I don't own a windows machine.
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You ignored my 200% mark, though. If I could run this demo in the browser and it pegs all of my cpus, compared to running the same demo "native" and having half my system capable of idling, I'm not sure I see the win. Even if it gets to 100% of "native." (I hate that it sounds like I am claiming that is the case here, as I really don't know.)
> I'm not sure I see the win For a user that can install a native build, the native build will run better. No doubt. But, most users in the world do not know how to install apps, and even if they did they shouldn't because of security concerns. For that reason, game devs know that asking people to install a plugin or a native build will kill off most of the potential users of their game. Instead, if you just give peo…