~/talk

Optimising for the Web

Talkat JetBrains GameDev Day 2025 · on Tuesday, 2025-10-21· [game-development, web-performance]
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slides:none on file

Aim for something visible within 1 second because beyond ~3 seconds bounce spikes and Google data shows 5s raises bounce probability dramatically (roughly +90%). Reduce initial download by using Unity Addressables or split PCK bundles in Godot, load scenes and menus async, and stream large assets. Compress builds with Brotli compression (typical 15–30% savings), strip unused engine code and remove the Unity logo (saves ~1 MB), and adopt WebGPU for heavy GPU work (WebGPU 120k bullets at 60 FPS demonstrated).

AI-written summary · about

  1. 0:00Web game optimization intro
  2. 3:14Fast load times matter
  3. 6:47Three phases of loading
  4. 7:49Unity Addressables downloads
  5. 13:03Godot PCK bundles
  6. 15:51Compressing assets
  7. 19:24Reducing Unity build size
  8. 21:53Stripping engine code
  9. 24:18Runtime performance tips
  10. 28:12Future of WebGPU
  11. 29:16Q&A
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