Earlier quoted context omitted.
>Html5 / WebGL is not an option. It's super super slow and doesn't even work for half your players. Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at leas…
I've never been able to play a Unity/Unreal game compiled to HTML5, on a fairly beefy laptop which generally runs desktop games alright. Pure HTML5 games tend to work for me, but there's no real "game engine" for them along the same lines as Unity/Unreal, which many current mobile game developers use.
Gameroom
151–160 of 173 posts
Re: Gameroom
#152Earlier quoted context omitted.
I don't think you are a minority. the average gamer on a given popular game is usually going on about how fat your mom is in between rounds or on chat or whatever (it's worse than this, of course, i'm being nice). Somehow, i don't think they are going to be up for tying that to their real identity. There are two possibilities. This either massively improves the discourse on games like COD and the equivalent of every…
If the quality of comments on facebook are any indication I am not sure it will make a huge difference on discourse quality.
Re: Gameroom
#153Earlier quoted context omitted.
>Html5 / WebGL is not an option. It's super super slow and doesn't even work for half your players. Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at leas…
I've never been able to play a Unity/Unreal game compiled to HTML5, on a fairly beefy laptop which generally runs desktop games alright. Pure HTML5 games tend to work for me, but there's no real "game engine" for them along the same lines as Unity/Unreal, which many current mobile game developers use.
Re: Gameroom
#154I'm really getting tired of Facebook et. al trying to insert themselves into every facet of my existence. I'll keep using Steam and Gog. Steam is pretty bleh, but it does the job and I don't have to put up with Facebook.
Out of curiosity, why do you say steam is "pretty bleh"? I see a lot of people who claim steam is bad but I've never actually seen any people give real criticism beyond "b-but it's drm and is therefore inherently evil!1!" (which personally, I feel is a pretty dismissive opinion to hold; DRM is only an issue when it becomes one, and as a pretty damn experienced consumer in the steam ecosystem with over 1k games in my…
There's the in-game section: overlay, matchmaking, DRM checking. This actually works very well because people hardly ever notice it. Starting a game with your friends nearly always works. Achievements work.
There's the thing you get if you click on "Steam". The store and library. This is pretty terrible, especially the store; everything is so slow because it's running in an embedded bad browser of some sort. "Big picture" mode seems to be OK, but I've not used it much.
Then there's the company and business model. Everyone else in this space has focused on using DRM to squeeze customers by preventing them from doing reasonable things. Steam is DRM with very reasonable portability, a backup feature, and (very important) regular big discounts. Without the Steam sales, people would still hate it.
Re: Gameroom
#155You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
>Html5 / WebGL is not an option. It's super super slow and doesn't even work for half your players. Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at leas…
Re: Gameroom
#156You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
Re: Gameroom
#157You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
>Html5 / WebGL is not an option. It's super super slow and doesn't even work for half your players. Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at leas…
This is the slowness I'm talking about. I should have been more clear. I did not mean slow frame rate, I meant abysmally slow loading times. The frame rate is actually fine, its just the loading time that makes it a non starter.
If you have a mobile game in Unity, you've already done the optimization to make it run at a good framerate in webGL on lower end hardware.
Re: Gameroom
#158You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
WebGL is sufficient for 3D buildings in Google Maps but insufficient for Facebook's clash-of-three-in-a-rows?
This is for an app that loads in 5 seconds on an iPhone 5.
And remember, the target demographic for Facebook games is mostly people with lower end hardware and not cutting edge browsers. So they probably wont have asm.js support, and the loading will be even slower for them on their older hardware.
Re: Gameroom
#159You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
Please don't associate WebGL being bad with Unity being bad at exporting to WebGL... PlayCanvas is generating WebGL games that run on mobile and download in only a few megabytes. You can generate great WebGL games today.
https://forum.unity3d.com/threads/webgl-roadmap.334408/
Memory issues
One of the biggest issues we see people run into with Unity WebGL right now is browsers (especially Chrome) running out of memory on trying to run Unity WebGL content. There are separate issues here:
The need to allocate a continuous block of XXX MB of space for the WebGL content. This is the memory Unity will operate on. The size of this can be configured in the WebGL Player settings. This needs to be large enough to fit all the objects and assets Unity will have loaded at a specific point in time. You can use the Memory Profiler in Unity to debug how this space is being used. This needs to be a continuous block of memory in the browser’s heap. If the browser is low on memory, or it’s heap is fragmented, it may fail allocating such a block of memory. Browsers needing too much memory to parse the JavaScript. The JavaScript code emitted by Unity for a WebGL player build is several orders of magnitude larger than other common uses of JavaScript, and JavaScript VMs may require a lot of memory to parse all this code. In particular, Chrome’s V8 sometimes runs into issues with this, causing it to crash, because it cannot allocate enough memory to parse the code. In Firefox, this is not as much of an issue, as Firefox uses asm.js to AOT compile the JavaScript, which has a smaller memory overhead.
For a lot of use cases, this is currently the biggest show-stopping issue on WebGL, and it is not an easy one to fix. Right now, the best we can do on our side is to emit less code. We have been experimenting with this at our last HackWeek, where we had a project to see how far we can reduce the output size of our WebGL export. At the end of the week, we were able to build a simple Unity project to WebGL with a distribution size of 1.2 MB, by improving code stripping, improving compiler settings, and removing things we don’t need among other things. While this value is somewhat theoretical, as some of these improvements were made given assumptions we cannot make in general, we did learn a lot from this week, and I expect to see a lot of changes which benefit build output size to be rolled back into Unity starting with version 5.2. Also, we have build tools to visualize which code modules got included in the build, how much code was generated for those, and what caused them to be included. We plan to make these tools available in a future Unity release (5.3 at earliest), which should greatly help users to analyze and optimize their build output sizes. Reducing code output size also helps a lot with startup times, as it reduces the delay needed to parse the code.
But, ultimately, we expect that these memory issues will be helped much more by advances in browser technology. All browsers are moving towards 64-bit builds, which lets them use larger address spaces. And, more importantly, Mozillla, Google and Microsoft are working on a new technology called WebAssembly which packages asm.js code into a bytecode format, which can then be very efficiently be compiled into native code. We are pretty excited about this, as this will greatly reduce load times, memory overhead and distribution size of WebGL content.
Re: Gameroom
#160Earlier quoted context omitted.
I have multiple disparate 'personas' largely because I consider myself to be a fairly creative intellectual who is prone to considering and defending unpopular opinions that require nuance and maturity to understand. And I don't want some psychotic teenager thinking they're doing the world a favor by tracking me down and murdering me because they can't handle verbal disagreement appropriately.
Everything you said there is reasonable, but the way you expressed it is very off putting.