The black borders resizing issues have known fixes, those should hopefully reach the next stable UE4 version release. You can check out the fix in action in a new WebAssembly spec demo here (needs Firefox 52 or ):
https://mzl.la/webassemblydemo
For background info, see
As for project code sizes, the size of the compressed .data package gives an insight to how feasible large projects are. There are fixes and improvements to UE4 memory usage that will hopefully land in next UE4 version release, which you can see in the demo page above. Currently we recommend deploying projects that have .data files <= 200 MBytes, though sizes larger than that are possible, although they will amount to larger download times at startup.
Current UE 4.15 provided main HTML page does not implement asset caching in IndexedDB, but hopefully in UE 4.16 IndexedDB storage should be enabled by default. That means that pages will store the assets to IndexedDB on first page visit, and on subsequent runs the assets are directly pulled from local IndexedDB storage without even pinging the remote server for the data.
There are two hard restrictions if the .data file gets too large:
- The theoretical maximum size for .data file is 2GBytes. If the data size is larger than that, it cannot be loaded in web browsers.
- Even before reaching the 2GB limit, there are different browser specific limits on how much assets can be stored to the IndexedDB API. At the moment storing 512MB is stretching it a bit, although it might work. Storing anything more than that is not feasible at present, although we are working on improving the web asset storage specifications to improve the limits in the future. If one attempts to store too much, web page consoles will print out “QuotaExceededError” or something like that to signal that the browser refused to store that much to the 's hard disk. The exact amount of quota varies by how much hard disk space one has available, for example.
In the future we expect that there will be games portals that want to implement “Steam, but on the web” types of services. That could mean multi-gigabyte downloads of games up front, so it is likely that browser will implement higher quota limits in the future to accommodate for these types of sites.