Hey! Thanks for checking it out. Twitter broke threads for people who aren't signed in sometime this year so unless your signed in, they will only show you the first tweet in a thread. Previously you could use Twitter as a place to post general information like this, but since they broke it I should really move the information somewhere else!
Thanks for testing and going the info! Firefox is about 40% slower than Chromium-based browsers and Safari for us, we focus on the default browser on each platform so Firefox isn't tested often. Firefox also accounts for about 0.4% of our traffic and their performance analysis tools aren't very deep, so unfortunately it's hard to justify allocating time to improve there.
We also can't load in 2 seconds on any device we can run on. There are obviously some devices that ship Chrome on Android that can load the game, but are incredibly slow. So yes, not always 2 seconds!
Finally, we still have a huge amount of known performance we can gain in our loading, so I do hope I can come back in the future and show that 2 second loading on a lot more devices!
FWIW, I see the same speeds on chrome on the same device .
> We also can't load in 2 seconds on any device we can run on.
Of course, but a 2 year old flagship device I would expect to be closer to your advertised number!
For what it's worth, the 6 second load you shared is about as long as it takes Facebook, linkedin or Airbnb to load. Your numbers are impressive enough that I don't think you need to fluff them. My work UE5 project only gets to a splash screen in 6 seconds on my workstation.
Firefox Android on a Samsung S7. Varying loading times is obviously completely normal. I was just hoping to see an optimization deep dive based on the title here.
You should be able to see that loading performance on a "cold load" yes, but it's difficult to account for all network conditions. It's also possible for the multiplayer connection to take a little longer. I think if we messaged that more clearly then it would explain what's happening. We also considered just putting you in the game before you got the multiplayer connection, but that might be a bit jarring when it added all the players and entities in. We should maybe still think about it!
There's also a lot more room for loading optimization, I think we can maybe go 2-5x faster than what we have currently!
It's nice because all the game entities end up being separate entities in the destination tools, so you can rearrange and move things around vs it just being a monolithic blob.
I would like to consider open sourcing the engine at some point in the future, at least for single-player games, but my view is that with a small team, we have to make the engine excellent and the platform successful before we do that.
Lol sounds like an epic last play :) In terms of performance, Firefox is about 40% slower than Chromium-based browser or Safari, basically purely in the performance of Spidermonkey. We have tried to optimize on Firefox in the past, however the development tools there make it difficult to determine what the problem might be beyon "everything is slower". For V8 we have the Chromium tracing tools that les us understand where V8 is spending time on potentially unoptimized code, or on megamorphic property access. Finally, unfortunately Firefox is currently used by 1% of our players, so it's hard to find time to improve it.
I tried on my pinephone, made it all the way to actually rendering a frame of 3D gameplay then either didn't have working controls or froze. And I expected it to crash the browser (firefox). So well done!
Thanks! In our testing, Firefox is about 40% slower than Chromium-based browsers or Safari. Would be interesting to know what the performance was like with Chromium on that device! https://download-chromium.appspot.com/