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Godot web export performance issues

A topic by FST Games created 9 days ago Views: 89 Replies: 3
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Submitted

I’ve recently figured out how to export web builds in preparation for the jam, however the framerate tanks within the first few seconds of gameplay, especially when objects are being instanced. If anyone has any tips and advice for optimising web builds it would be greatly appreciated.

Submitted

PSA: Don’t use stream_paused in web builds

For this Jam I'm thinking of using Unity. But I used Godot FOR A LOT OF Gamejams; I came with simpel tricks:

- Cache you shaders at each level load (Put all your VFX in a scene, make a black screen, instantiate and play all your VFX particles and shaders, signal when done, remove the black screen queue_free your VFX), 

- Light baking and remove dynamic shadows! This TANKS your build like crazy for 3D games

- Avoid Navigation AI if there is a lot of enemies on Screen for web build. OR just remove obstacles. I have a game called Duck Duck Run on my page, I stressed test how many enemies I can have at one time and that was my limit of enemies/NPC on screen for me. 

That's basically what I found out how to optimise for web builds in Godot 3D. 


Hope that helps!

Runtime lag spikes in Godot web games often happen when instancing things that haven't been rendered before.

This not only includes materials but also how they look when light shines on them among other runtime constellations.


A common workaround is to show everything to the camera at the start of the hame for at least a few frames.