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WebGL resource cost, optimization and speed.

Discussion in 'Web' started by LastLance, Nov 22, 2015.

  1. LastLance

    LastLance

    Joined:
    Feb 22, 2015
    Posts:
    52
    So, i'm spent ~2 days to optimize test progect to WebGL, set “Autoconnect profiler”, build it, run and... WebGL costs 3-4 times more resources to run. So, if u know, how to makes optimization better - tell me plz. (I'm allready read all stuffs around optimization, what i find here). Or any comments from Unity Team about speedup WebGL, or when WebGL starts be faster ~ 50% or more. I'm realy missing WebPlayer speed and resource costs.

    Results on screenshot:
     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    Are you, by any chance, using deferred lighting and the Standard Shader? That combination currently runs very slow in WebGL. Other then that, it is impossible to tell why you are so much slower, without more information on where time is spent.
     
  3. LastLance

    LastLance

    Joined:
    Feb 22, 2015
    Posts:
    52
    All textures - Albedo only, size 256x256, 512x512 or 1024x1024 (1\7 of all). Format - dds (compressed in DXT 1), test same on PNG \ JPG \ TGA. Almost same results. (It'll be great if u say, what texture format better and for what point, coz i'v don't find really full info about it, nicest info was about dds, so i'm use it now). And i'm try forward, deferred lights and vertex lit(disltke result), and use Forward now.

    My test settings and results: