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 don't see how WebAssembly helps much - it primarily reduces the load time and download size with the binary encoding 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 optimizati…
You can still use something smaller/purpose built and compile to ASM.JS and it runs just fine - I rolled my own scenegraph for a visualization app in C++ - it compiled down to ~120kb of gzipped ASM.JS if I compiled out logging, and it ran on both browsers and mobile, it was even loading and rendering fast enough (~30 FPS) on mobile browsers on low end phones (eg. Mali 450GPU, some old quad core mediatek chip) with shadow mapping.