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9 posts tagged with "performance"

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New in SuperSplat: WebGPU and Streaming Bring Huge Performance Wins

· 4 min read

Last month we shipped Software Attribution, Collision Generation and GPU-Powered Histogram. Today we're announcing some of the most significant upgrades to the SuperSplat platform yet — a brand new high-performance WebGPU renderer and automatic, high-quality levels of detail for streamed scenes. Together they make splats load faster and render smoother than ever, from phones right through to high-end desktops.

Basis Texture Compression arrives in PlayCanvas

· 3 min read
Steven Yau
Partner Relations Manager

PlayCanvas implemented the fantastic hardware texture compression workflow in 2016 which allowed users to build bigger and better WebGL apps, even on low memory devices like mobile phones.

JPGs and PNGs are great formats for transmission over a network because they tend to compress nicely. But once the images are downloaded and handed over to WebGL, they must decompressed to raw RGB(A) data. Using hardware compressed textures is important as decompression is performed in silicon on the GPU which avoids the need to utilize lots of memory.

PlayCanvas versus Unreal WebGL

· 5 min read

Our previous article comparing PlayCanvas with Unity's WebGL exporter certainly got folks talking. One of the questions that came up in the aftermath was "OK, but what about Unreal's WebGL exporter?". Unreal, like Unity, relies on Emscripten to port the native codebase to JavaScript. So it would be reasonable to expect Unreal to suffer from the same issues as Unity: large download sizes, long load times and poor runtime performance.