If we remember, we used to have HTML5 packaging where we could run our “project” from the browser. Which allowed it to run on an Android, tablet, PC—basically anything with a browser. That functionality was incredible.
There used to be a plugin for it. Could you bring it back from the trash?
Why? We’d forget about “cross-platform” in a sense.
While some backend admins may not think this can be cross-platform, they are completely wrong.
ue on html5 is not the best mix imho. at least until we have webgpu.
but even still ue is a high performance engine, so the overhead kills the meaning of the engine a ton.
you’d lose a ton of features.
there was a group of people that is working on html5 for ue on discord, but i can’t find the server anymore.
try searching for it.
I agree with webGPU, but it will still take years to have a final, clean implementation.
I also don’t know where the people working on it are. The important thing would be to look for a GitLab/GitHub repository that has that functionality and make a fork or contribute.
You can take a look at this, which seems to use webGPU:
it says “powered by simplystream” which makes me think it’s pixel streaming. hence no real usage of webgpu. it also does not work on my machine.
i haven’t heard if webgpu is a released standard yet.
i’ve worked with webgl for a while, (not with ue though) and it was such a pita that i find it hard to think webgpu will be a easy endevour.
imho ue for webgpu is not reasonable for epic. (i have several reasons but i won’t bore you with them).
but if people want to tackle than and do it, that might be nice.
there are a few projects in github already. github unreal html5 at DuckDuckGo
You can run all these projects on the website https://www.arcanemirage.com/; some of them are fine. Not all of them work really well.
It’s made with https://www.streampixel.io/
The problem with running a game on a server like Streampixel is that it consumes too many resources. Therefore, latency and synchronization… for that, GFN is better, a cloud game streaming tool.
The HTML5 extension, although a bit clumsy, worked quite decently, about 5/10. But it was enough (Even if some of the graphics we had previously implemented (shadows, lights…) were lost, it was enough.) to do a quick preview.
There are quite a few pixel streaming platforms out there these days: https://www.streampixel.io/ is actually one of the better ones, in my experience. What really separates these platforms in terms of quality is their hosting setup and GPU infrastructure. As far as I know, Streampixel uses top-tier GPUs, which translates to noticeably better performance for demanding projects. You might want to give them a try and compare the experience to some of the less optimized options.
At the end of the day, since all these solutions (including GFN) are built on WebRTC, the real differentiators are smart network optimizations and solid graphics hardware.
A team leader could bring this idea up with their team, and they can deliver something in the not-too-distant future.
Let’s hope the graphics don’t look like this.