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by aflag
939 days ago
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Very few websites have optimised their assets and number of connections enough that the size of the code is the bottleneck. Moreover, code tends to be highly compressible. I doubt it really saves much bandwidth. All javascript build systems out there already does it, though. Not doing it would require people to go out of their way. I think that's ultimately the main reason people do it. |
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I don't know if you count tree shaking but I do know my main project at work has 60,000 files in node_modules and if all of those were incorporated in my bundle that would be a big problem. The "modern web stack" just wouldn't work without it.
I've done a lot of photo projects where asset optimization is pretty important because it is easy to get in a place where your site costs 4x as much to run as it should and just as easy to get in a place where you compressed files too much and your images suck.
I am getting into WebXR and facing even tougher problems of asset optimization since I do want to support 90 fps on the not-too-terribly-fast generic ARM Meta Quest 3. I'm sure there is more than one reason you can't upload images to Horizon Worlds but avoiding too many textures with too much detail has to be one of them.