Comment by YuechenLi
4 hours ago
What I'm interested in is their performance, since I would assume that they are running in WebAssembly from reconstructed C/C++ code decompiled from binary, what would be the overhead on that compared to running on native? And how does running on WebGPU compared to running with native through DirectX/OpenGL?
A lot of the games being ported/reconstructed were made at a time where consumer hardware was up to or even more than an order of magnitude worse than what most people have access to today.
So that probably helps contribute to why they still run smoothly even in WebAssembly/WebGPU. Even if the overhead was like 5x worse (pretty sure its nowhere near that, closer to maybe 1.5-2x in certain cases), it'd probably still run pretty smooth.
I'm getting 45fps on Skate 3 on my phone (Pixel 9 Pro, with the Pixel line being notoriously underpowered CPU wise) in the non-phone mode. I could try phone mode but touch screen controls aren't worth the loading time for me.
Performance is excellent, most of these games aren't all that hard to run. I expect most recent mid-range computers are able to play all of these in a playable fashion, even the ones running on integrated graphics.
I'm honestly a bit stunned. I'm looking at the Hit and Run "port" and think is was a fake high bitrate movie -- it's that good. Only played a few minutes worth, but my this is on my several-gen-old Pixel phone for crying out loud! Someone might chime in with glitch reports but this is pretty jaw dropping stuff.