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Do we need PVR/ETC texture for WebGL on mobile?

Discussion in 'Web' started by Sparrowfc, Nov 22, 2017.

  1. Sparrowfc

    Sparrowfc

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    Now for my understanding, the WebGL is a standard protocol for browser to access graphic API directly. Although Unity says they do not support WebGL on mobile officially, it does can run somehow on powerful mobile with browser which supports WebGL.
    My Question here is shouldn't we use platform specific texture format such as PVRTC for iOS or ETC1/2 for Android rather than the general DTX format to make the web run more efficient on mobile? Or there's some thing wrong in my acknowledgement. Could some one tell me about it?
     
  2. kognito1

    kognito1

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  3. Sparrowfc

    Sparrowfc

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  4. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

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    use 1x1 textures and you'll see if you are texture-fetch bound :)
     
  5. Sparrowfc

    Sparrowfc

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    Yeah I know that. There's an odd thing, as I turn the phone from landscape to portrait, the fps goes up above 25 while it's lower than 5 in landscape. At first, I though it's canvas-size related, and started to reply this thread. But before I've finish the reply, it became 5 fps again and never goes back.:confused:
     
  6. chriszul

    chriszul

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    This would unblock product requirements for my company too. YES!
     
  7. shader13

    shader13

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    upload_2018-6-10_6-25-14.png
    Why not support pvrtc on iOS and etc1 on android for WebGL? Obviously, current formats are wasting time and space.:(