The study of "Economized Graphics"
Dedicating more effort in the 3D industry to webgl and webgpu efficiencies exploration and optimization, especially in the field of Indie Game development.
I hear the following from potential clients, almost every day.
"Why aren't the graphics better"
"I can't use this if the graphics don't look like the video games my kids are playing"
"Call me when the graphics get better"
You'd think I should listen, eh?
But the truth is, we aren't trying to move to high-poly environment. We have been exploring the performance boundaries of operating below a 1- 10 MB threshold for game level build.
We had one critical goal when building our system. It needs to work on a 4G network, anywhere in the world, and load in less than 3 seconds.
As we start working with webgpu, and continue to expand exploring new encoding and decimation techniques for client-based web graphics, I 'BELIEVE' we are at some point going to be seeing a radical upswing in graphics performance, which at some point, will begin to push into parity with Unity.
This article is a call-out to other 3D developers who are deeply interested in growing out their tool kits in the low-poly arena.
I also wanted to share this excellent article by Eric Shan:
The goal here is "more-with-less".
We need to focus on accessibility for the 6 Billion users worldwide living well below the 15GB a month data budget.
Love to hear your thoughts.
Sales Manager at Otter Public Relations
4 个月Great share, Tim!