That section outlines the memory concerns that I failed to articulate earlier.
Assuming it's still true, then it seems half a gigabyte is the upper bound. This would then preclude precomputed lighting in most cases, but it seems like a moot point since you'd have to send the (baked) textures over the network anyways.
---
As an aside to my earlier questions about rendering (past the edit window on my other post):
>HTML5 builds uses the Mobile OpenGL ES 2 rendering code path and use WebGL internally and should be at feature parity with Android/IOS as a thumb rule.
Given that, the following seems to give a good idea of what the WebGL compile target is capable of as far as rendering features:
I'd say there still remains some ambiguity in certain areas, though. While mobile and WebGL compile targets both share the OpenGL ES 2.0 limitation, mobile seems far more performance-bound and that appears to influence its feature set accordingly.
https://forums.unrealengine.com/showthread.php?48463-HTML5-C...
>5. My Game doesn't run.
That section outlines the memory concerns that I failed to articulate earlier.
Assuming it's still true, then it seems half a gigabyte is the upper bound. This would then preclude precomputed lighting in most cases, but it seems like a moot point since you'd have to send the (baked) textures over the network anyways.
---
As an aside to my earlier questions about rendering (past the edit window on my other post):
>HTML5 builds uses the Mobile OpenGL ES 2 rendering code path and use WebGL internally and should be at feature parity with Android/IOS as a thumb rule.
Given that, the following seems to give a good idea of what the WebGL compile target is capable of as far as rendering features:
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/in...
I'd say there still remains some ambiguity in certain areas, though. While mobile and WebGL compile targets both share the OpenGL ES 2.0 limitation, mobile seems far more performance-bound and that appears to influence its feature set accordingly.