> The bad news is that it stores that decompressed data in your RAM, increasing the memory used by the game. Without UPX, my game uses ~53MB of RAM. With UPX, it's up to ~74MB.
The decompressed data will be in RAM either way. I assume it's the _compressed_ data that remains in RAM (the RAM usage seems to support this as well)
mort96 111 days ago [-]
This is great! Those are some impressive savings.
Though sadly, for web exports, the vast majority of your loading time for at least your macOS/iOS users will be spent compiling shaders. The loading bar quickly goes from 0% to 90%, then the tab freezes for a few minutes as macOS sloooowly processes the GLSL. I don't know if there's anything to do about that.
yodon 111 days ago [-]
Is there any hope for C# + Web exports in Godot? As an outsider to the ecosystem it seems like C# is "use the new codebase" and web exports is "use the old codebase" but I'm hoping I'm missing something.
111 days ago [-]
pacifika 111 days ago [-]
Setup your gzip webserver configuration for wasm files and that gets the transferred bytes down by a huge chunk.
georgeecollins 111 days ago [-]
This is very helpful. I love Godot. Maybe not the best at anything but so fun to create with.
111 days ago [-]
111 days ago [-]
111 days ago [-]
Rendered at 20:26:30 GMT+0000 (Coordinated Universal Time) with Vercel.
The decompressed data will be in RAM either way. I assume it's the _compressed_ data that remains in RAM (the RAM usage seems to support this as well)
Though sadly, for web exports, the vast majority of your loading time for at least your macOS/iOS users will be spent compiling shaders. The loading bar quickly goes from 0% to 90%, then the tab freezes for a few minutes as macOS sloooowly processes the GLSL. I don't know if there's anything to do about that.