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hitko146949dSize is definitely the main limiting factor when it comes to WebGL games, though 5G and fiber optics, combined with browser caching are changing that a bit. My current download speed is about 1GB per minute, and I don't even have that good network infrastructure around here, at work it reaches even greater speeds.
Perhaps the defining factor here is how much work would go into maintaining two separate products and keeping them in sync vs. the work required to optimise a single product to be suitable for both low-res web deployment and high-res desktop installation.
zzzachzzz748d@hitko Yeah, that's the cost benefit analysis it comes down to. One thing I haven't tried yet is gzipping the files, so we'll see how much that can reduce the size transferred over the network. Whenever I loaded the page with the game, it seemed to re-download the files every time. Anything you could elaborate on with caching? It seemed like the game files weren't being cached.
hitko146948d@zzzachzzz Have a look at workbox https://developers.google.com/web/...
It provides functions to hook into specific requests (e.g. when user opens a page, requests a resource, etc.), and deal with caching the response. It can, e.g. cache various files in the background and serve them immediately when needed, or serve a cached response if network isn't available, or even fetch a new version in the background while serving a cached version to the user.