In what format the artist sends the assets that get into the game?
Is there any trick you had to do to make the graphics look this sharp? Does adapting to different viewport size required a lot of work?
I am impressed on how sharp the PNG looks though! I thought filtering in WebGL was like nearest neighbor and bilinear and that's it, perhaps there is additional things that can be accomplished with shaders that you are using.
I wouldn't lay this issue at Godots feet.
The difference between 2D and 3D in terms of performance demand is not significant.
We are running some serious shaders to render the terrain. They are pure SDFs that are absolutely massive mathematical functions that run on both the cpu and GPU. These shaders run better on android phones than on iOS phones, largely because apple does not iterate on webgl, because it undermines their app store to do so.
The menu is poorly optimized in terms of draw calls. The poor performance is largely our fault and apples fault. Godot could offer some tooling to make optimizing draw calls easier, but the way we built the menu is just not optimal for the GPU.
The biggest endorsement of Godot is the smallness of the download for our game. ~20mb iirc. It's not the smallest download in the world, but it's way smaller than a unity web game.
The hardest part in the beginning is to not get dropped in the water :P
Heres a blog post about it from a while back: https://blog.winterpixel.com/the-tech-stack-behind-a-wasm-an...
We also deploy the client to steam for windows, mac and linux, the mac app store, google play, the ios app store, and we have custom web clients for some international portals.
It's definetly a lot.