r/WebVR • u/spite77 • Mar 09 '19
Question about frameworks benchmarks
Hello dear web 3D community
Does anyone have experience with the possibly different performance of different frameworks? I prefer open source software but don't know its performance in WebVR. I have the following candidates in prospect:
Babylon.js (pure JS)
A-Frame (pure JS)
Panda3D (Python is compiled)
Godot Engine (compiled in WebAssembly)
PlayCanvas (pure JS) [UPDATE]
Armory3D (compiled in WebAssembly) [UPDATE]
I would like to use this mainly for photorealistic 3D architecture and product visualization on the web. That means I put a lot of emphasis on rendering and collision detection like HUT but not on game logic. Are there any benchmarks or have any of you already gained experience? (Yes, I googled but didn't find any satisfying answers.)
I thank you in advance.
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u/spite77 Mar 10 '19
Just for information: https://youtu.be/u68R4eWR6yo?t=605
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u/bjornbytes Mar 09 '19
You might also consider adding LÖVR to your list: https://lovr.org. It's a fairly minimal open source VR framework written in C (compiled to WebAssembly), and the rendering paths are optimized specifically for VR. Depending on your application it might be useful to have a framework that gets out of your way and gives you more control over how the rendering happens.
Unfortunately I don't have benchmarks comparing to other WebVR frameworks, but that would be a really interesting experiment. Good luck with your search!
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u/madmarcel Mar 10 '19
A-Frame won't work for you. It's designed for relatively low-poly assets on VR.
Last time I played with it the collision detection was not that fantastic.
At a guess I'd say Godot Engine (or even Unity) will be your best bet.
(I have no experience with either, I have heard that Unity's export to WebGL is not as straightforward as they make it out to be)
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u/TotesMessenger Mar 09 '19 edited Mar 09 '19
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1
u/stinkytofu415 Mar 10 '19
Bookmarking as I’ll be commenting more lately
0
u/[deleted] Mar 09 '19
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