Sure, after a 15min install, 5min boot, and 5min "seed". Even then most games take >1s to render entirely new scenes when not buffered. https://twitter.com/christrimble/status/869392741645418496 …
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Game developers are loading way more data than we are. It is good to learn from them because they need to optimise way more than we do.
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Good excuse but the original tweet is silly. Web devs have to get off the ground in 100s of k (less on mobile). Lazy is haaaard.
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The tweet was about rendering speed, not network traffic.
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The tweet missed the fact that games are allowed to take literally minutes to "boot" while web apps are disqualified in seconds e2e
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It's just a hilarious glass houses and stones thing. Games are notorious for load times. Maybe there's a trade-off here?
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Different constraints, different solutions. WebAssembly + WebGL are going to produce an interesting cross-over.
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They're taking about render, not initial load. 100ms would be 10fps. That's (virtually) unplayable for almost any game
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Right but web initial render and game load are similar experience points. Most web apps are 60+ fps once loaded. Unless world changes...
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And in world change events web gets 150-500ms including network while games often take seconds.
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You might say this last point is inequatable, likely is, but when playing games like CIV "pan the map and wait for it to fill in" sucks.
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I totally agree w/ your &
@wycats's load comments, but I took the original tweet (OT) as commentary on render loops not FMP/TTI 1/3 -
IMO OT was also satire on modern web perf. Scroll jank and bloated event handlers are all too common; see slightlylate's TL 2/3
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E.g. Twitter's web app is pretty solid, but it took ~200ms to switch which tweet I focused in a thread. That's … not great. 3/3
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Hold on let me write an entire web site while I wait for Shadows of Mordor to load.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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