It’s finally here! The wait for Godot 4.2 begins…
As of 4.1 web exports still have some limitations due to poor vendor support of certain modern features. Browsers with bad WebGL 2 support, such as Chrome on macOS, unfortunately suffer from issues which we cannot address without a fix from Google or a significant amount of effort put into supporting a dedicated WebGL 1 / GLES2 renderer.
We are also aware of the complexity setting up web games on hosting platforms which don’t let you set the required CORS headers for SharedArrayBuffer support. This mostly depends on Safari implementing the coep:credentialless header support, while Chromium-based browsers and Firefox already work fine (especially if you publish on itch.io). There is a possible workaround that we are investigating.
Nice to know that they’re aware of all the web issues. As someone mainly using web exports it reaaaally hope they get around to fixing compatibility issues on web exports, and hopefully removing sharedarraybuffers being required. Either way, huge props to the Godot team for this massive update!
As always, I blame Apple :P
I really hope they won’t remove SharedArrayBuffers. It’s the technology that allows multithreading in a web browser.
Since modern CPUs ship with 16 hardware threads and even 128 thread machines are coming up, it’d let a lot of performance remain on the table that could better be used to improve performance.
Having the option at least would be nice. I know the benefits of using sharedarraybuffers but right now there are a ton of websites that don’t support it. Maybe in a year or two it could be standard.
I can’t speak for the devs, but my feeling is that it would be a lot of work to maintain two systems in parallel, one multithreaded and one singlethreaded, especially for a niche platform.
Bevy does it this way (doesn’t support multithreading at all on the web), but that engine is much leaner.
I’m loving being able to break the docs (script tab) out of the editor!
Can’t wait to update!