WebGL FPS Accelerator: A New Solution For Performance Issues and To Have Full-Control on DPI

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** It’s compatible with all render pipelines. **

WebGL FPS Accelerator (WFA) is a “Dynamic Resolution System" and an advanced “DPI Control System” for WebGL that improves the FPS of your game. WebGL FPS Accelerator allows you to provide a balance between performance (FPS) and image quality (DPI).

How It Works?
Dynamic Resolution System allows you to dynamically adjust DPI-Render Scale, to reduce workload on the GPU. In cases where the application’s frame rate reduces, WFA will gradually scale down the resolution to maintain a consistent frame rate instead.

:fleur_de_lis: A Unique Solution For WebGL Performance Issues On Unity Asset Store. :fleur_de_lis:

:star: WebGL FPS Accelerator reduces lag and provides higher FPS.
And thus your users can get a smooth gameplay!

:star: You can boost your game performance with this method in seconds!
Just add prefab to the scene and you will boost your game performance with a Higher FPS immediately!

:star: Dynamically Best FPS; Best Graphics
WebGL FPS Accelerator will control the image quality depending on current FPS to provide best FPS.

:star: Make Your WebGL Game Playable For Mobile Devices!
It works on mobile devices as well as on PC!

Just Watch the video and try the demo, you will not need to read these!

Try the demo before purchasing. Contact us by email if you have any question. Purchase WebGL FPS Accelerator now and boost your FPS! Goodbye Lag!

:zap:DEMO:zap:
:zap:EMAIL​:zap:

:zap:**Get it now on the Asset Store!**:zap:

3 Likes

Heya, really amazing to see effort go into developing WebGL related Unity Asset Store plugins! We hope that you find success with the project.

One thing I would like to point out here is that starting from Unity 2020.1, there is a built-in way in Unity to set the desired devicePixelRatio in the index.html template page, by setting “config.devicePixelRatio = ;”, where number is the desired scaling ratio. Set to 1 for low DPI. Omit the parameter, or set it to window.devicePixelRatio for high DPI.

In current Unity mobile devices default to low DPI, whereas desktop defaults to high DPI. In the future, all devices will default to high DPI, since we have found that people may get surprised if they are getting low DPI rendering by default.

It looks like your plugin goes a bit further than that, which is neat! However one thing I would advise caution against is advertising the ability to fix engine crashes, especially with the current wording it may be misunderstood that the plugin might solve any crashes on mobile devices, which cannot be true for obvious reasons.

Remember that if you are experiencing crashes when running Unity WebGL content, that you get an impression to be a Unity bug, please raise a bug report. The spirit of Unity Asset Store is not to build a business of turning bugs and bugfixes into undisclosed commercial material. Please always be specific when dealing with customers on what kinds of issues the asset can help with, so that they can build an accurate expectation of what the asset will provide.

That being said, a nice demo! I am getting an average of 270fps when adaptativeSystemDisabled is unchecked, with DPI of 1. Oddly, if I tick the checkbox adaptativeSystemDisabled, and manually click once right on the DPI box to set the DPI to 1.1 I believe (can’t quite make out from the blurred UI), the screen gets all blurry, but I would have expected it to become sharper? Attached a screenshot.

If I turn DPI down to 0.5, FPS does not increase. So I suppose in this case my build was CPU bound already (which is often the case on Unity WebGL builds)

Good luck with the project!

3 Likes
  • I know this 2020.1 update. But my asset have different purposes which i mentioned on my description. And thanks for your motivating words! :slight_smile:

  • I didn’t write anything about “ability to fix engine crashes” on description of Unity Asset Store Page or in videos, images. So don’t worry about this. :slight_smile: I wrote here because this can help many people on this issue. Normally it not fix every crash issues but it can fix crash issues depending “game performance”.

  • “DPI” is not “DPR” on my asset. Default DPI is always 1. For example, if default devicePixelRatio is “1.5” and if you make DPI “0.5”, DPR will be “0.75”. I believe that this is useful for users.

  • That ui element have limits (0.5 - 1). It would be changed on Editor. That’s why when you clicked right arrow to increase DPI, UI makes DPI “0.5”.

Thanks again for that you liked my project! :slight_smile:

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Very cool asset! An essential for WebGL projects absolutely!

Thank you very much!

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New Update Coming Soon!

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Hey great work. Will purchase this soon.
Probably using this we can remove the burden of “Unity webgl cannot run on mobile whatsoever”.

2 Likes

Yes. This is one of purposes of the asset. You can see the demo works perfectly on mobile.

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It depends on what you mean by “cannot run”.

Adjusting the DPI scale can help if a mobile browser has trouble with fillrate-related performance. However if the project did not run on mobile browsers before at all, adjusting the DPI scale does not make it run afterwards either, since the root cause will be somewhere else.

Btw, something that might be cool for the asset to do is to look into Universal RP Quality Settings and its Render Scale property (https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/universalrp-asset.html#quality). In URP applications, animating the Render Scale may be faster than animating the DPI scale, although it would be interesting to do some benchmarks the profile the resulting stuttering (or lack thereof) in both cases.

2 Likes

I wish to add this feature to my asset. But I can’t use “Render Scale” property on WebGL builds. It works on editor but not on builds. I tested on 2019.4 and 2020.1. I used sample scene. Can you help me please?

1 Like

I did try it out yesterday. A particular gotcha there is the quality setting: whereas native desktop defaults to high quality, WebGL defaults to medium quality (or was it low, can’t quite remember). Adjusting the Render Scale in lower quality setting assets did work properly.

It works. thanks. I will add this feature to the asset next days.

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The best asset of the year for WebGL! I will buy this!

1 Like