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8 posts tagged with "performance"

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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.