I know it's your product so you're bullish either way, but a candid answer would be appreciated.
I know it's your product so you're bullish either way, but a candid answer would be appreciated.
Of course the graphics there are not competing with Unreal, but in principle it should be possible to do progressive loading of assets and reach a much higher quality over time without sacrificing that fast initial load.
Side-note: I couldn't load the game in Safari (which has amazingly poor WebGL support).
I don't think traditional AAA makes sense in the browser right now, but I see all sorts of UGC experiences having large synergy with web standards. The business playbook is largely there too.
One reason the market isn't sufficiently large yet is really because of the creation tools at our disposal imo. Web 2.0 explosion was arguably driven by great network effects of the proliferation of mobile cameras.
Right now, none of my friends make 3D content. I personally believe that's going to change with depth sensors, 3D scanning, nerf, generative content, etc.. so the trendline is there for me to buy this theory. I'd look more towards social games, hangout type experiences, or async consumption... as opposed to realtime, networked, embodied, immersive.
Side-note: Apple has demonstrated the willingness to change their tune on WebGL, I suspect they'll catch up pretty quick.
One successful path seems to be early access on the web to build a following, with a release on Steam/app stores for monetization afterward using Electron or Node, with the web version remaining as a free demo (e.g. Vampire Survivors or CrossCode). The other path is ad monetization, and there are a lot of portals like crazygames.com or poki.com that host that type of game. I think the market there is largely schoolkids with Chromebooks. I'm not aware of any successful web games that are sold as an up front purchase like Steam games.
One issue that we've run into is that by default on laptops, Windows will not use an available discrete GPU in the browser. The only way to work around this is if you go to your power settings (not in the browser) and tell Windows to use the discrete GPU over an integrated one.
As an aside, we also discovered that `powerPreference` is only a hint according to the spec, so there's no guarantee that an implementation will adhere to it: https://registry.khronos.org/webgl/specs/latest/1.0/