Unreal Engine 5 gains WebGPU support
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We also realized that there needs to be a smart way to deliver content in a performant and optimized way, so we start work on building an asset streaming system, that can load in game assets as needed. This is beneficial because you don't require the whole app binary to be download to the end user, instead they can just download a small chunk, and the rest can be streamed in the background at runtime.
We're very excited to have received an Epic Megagrant from Epic Games last year, to support our efforts.
Here's a few links you can check out to learn more:
https://www.youtube.com/watch?v=TI3KVJFz2L0
The car example https://car.tiwsamples.com/ took 120 seconds to load, making 1820 network requests, and transferred 392MB of data / 487MB decompressed.
You can deliver a significantly better user experience by building for the web directly.
This represents a way for Unreal developers to export their authored content to the web. It is an option, but is by no means the only way to do 3D in the browser. What web native frameworks lack is the rich functionality that comes with game engines such as Unity and Unreal.
I bet these are some of the most complex WebGPU programs.
Congrats on the launch! Good luck on the optimization.
Needs some work still I guess, but looking forward to it.
In this case, Chrome is the only one that supports WebGPU, others are at very least one year away.
All of all them do WebGL though.