In general, the Web performance is close to native apps on the GPU, because the WebGL graphics API uses your GPU for hardware-accelerated rendering. The only exception is the slight overhead for translating WebGL API calls and shaders to your OS graphics API (typically DirectX on Windows, OpenGL on Mac, and Linux).
CPU では、Emscripten がコードを WebAssembly に変換します。そのため、パフォーマンスは使用するウェブブラウザーに依存します。詳細については、Unity のブログ WebAssembly Load Times and Performance を参照してください。
以下は、注意しなければならない追加的な考慮事項です。
Tip: To see how Unity distributes work to different threads on non-Web platforms, see the new timeline Profiler in Unity.
To improve performance, set Exception support to None in the Player settings for Web by expanding Other Settings > Stack Trace.
Web supports the Unity profiler. See the Profiler documentation to learn how to set it up.
If Run in background is enabled in the Player settings for the Web platform, or if you enable Application.runInBackground, your content continues to run when the canvas or the browser window loses focus.
ただし、ブラウザーはバックグラウンドタブで実行されているコンテンツを減速する場合があります。コンテンツのタブが表示されない場合、コンテンツはほとんどのブラウザーで 1 秒に 1 回しか更新されません。これにより、デフォルト設定の Time.time の処理速度が通常よりも遅くなることに注意してください。なぜなら、Time.maximumDeltaTime のデフォルト値が 1 秒より短いためです。
You might want to run your Web content at a lower frame rate in some situations to reduce CPU usage. For example, on other platforms, you can use the Application.targetFrameRate API to do so.
パフォーマンスを減速したくない場合、この API に高い値を置くよりもむしろ、デフォルト値 –1 を設定します。こうすることにより、ブラウザーのレンダリングループでもっとも滑らかなアニメーションにフレームレートが調整され、Unity がそのメインループでターゲットフレームレートを調整するよりもよい結果が得られる場合があります。
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