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Why HTML5 games load faster

Introduction: Speed = Conversion

For games in the browser, "loads faster" means: fewer bytes, fewer requests, less waiting for the first frame. The HTML5 stack (HTML/CSS/JS/WebGL/WASM) gives modern delivery and caching out of the box, which means short TTFB, low LCP and fast Time-to-First-Interaction (TTFI).


1) Network and transport: why the web is faster by default

HTTP/2 и HTTP/3 (QUIC)

Multiplexing: dozens of assets (sprites, chunks of code) come in one connection - there are no TCP "storms."

0-RTT и TLS 1. 3: quick handshake, shorter way to the first byte.

Thread prioritization: critical assets (engine initialization, master atlas) receive higher priority.

CDN and edge cache

POP nodes closer to the player cache immutable assets (hash names).

'stale-while-revalidate'allows you to show the old version and simultaneously pull up the new one.

Titles (recipe):

Cache-Control: public, max-age=31536000, immutable
Content-Encoding: br   // для JS/CSS (Brotli)
Cross-Origin-Resource-Policy: cross-origin
Timing-Allow-Origin:

2) Bundling and code-split: delivering "just as much as you need"

ES modules and dynamic import

Divide the code into level packs: "lobby," "tutorial," "levels 1-3," "store."

The initial screen receives only the initialization chunk (50-150 KB gz/br). The rest is on demand.

Tree-shaking and minification

Remove unused engine/library APIs.

Terser/LightningCSS + module sideEffects = false to aggressively cut dead code.

Example of dynamic loading:
js
//Load the battle renderer only at the start of the battle const {BattleRenderer} = await import ('./chunks/battleRenderer. js');
new BattleRenderer(). mount(canvas);

3) Assets: Main byte savings

Images

WebP/AVIF for UI/illustrations: minus 25-50% to size vs. PNG/JPEG.

Sprite lists and atlases reduce queries and overhead.

Device/Client Hints: 'Accept-CH: DPR, Width, Viewport-Width' → server/edge gives the desired size.

3D/Textures

Basis/UASTC (KTX2): universal compression of GPU textures (ETC1S/ASTC/BC) - load one file, unpack it in video card format.

Meep levels are loaded progressively: first low quality → then sample.

Audio

Opus instead of MP3/AAC - better at low bitrates; streaming tracks on demand (zone music - after entering the zone).

Video/cutscenes

WebCodecs/MediaSource and LL-HLS for short videos; poster and the first segment - preload, the rest - lazily.


4) Engine initialization: first "skeleton," then "meat"

Lazy scene graph

We load only critical scene nodes (UI, camera, background). Models/shaders - as needed.

Background asset jobs: The bootloader holds a priority queue.

Service Worker (SW) as a "warm cache"

Installed at the first visit and caches the client kernel, atlas manifest, shaders.

Upon re-login - offline readiness and TTFI ~ instantly.

Example of SW strategy (simplified):
js self. addEventListener('fetch', e => {
e. respondWith(caches. open('game-v12'). then(async c => {
const cached = await c. match(e. request);
const fresh = fetch(e. request). then(r => { c. put(e. request, r. clone()); return r; });
return cached          fresh;
}));
});

5) WebGL and WASM: "native" speed in the browser

WebGL/WebGPU: shaders and render - on GPU; CPU remains on logic.

WebAssembly (WASM): the heavy parts of the engine (physics, path, unpacking textures) work almost like native libraries.

Web Workers: texture/audio decode, level parsing, preparing meshes - no mainstream locks.

First Time to Frame (FTF) optimization:
  • For the sake of FTF, we sacrifice "beauty": load low-poly/low-res, stream high-res later.

6) Prioritizing loading: let the important pass first

HTML hints:
html
<link rel="preconnect" href="https://cdn. example. com">
<link rel="preload" as="script" href="/app. a1b2c3. js" crossorigin>
<link rel="preload" as="image" href="/atlases/ui@1x. avif" imagesrcset="/ui@2x. avif 2x">

Fetch priorities and 'fetchpriority'

'fetchpriority =" high"' - initialization JS and UI atlases.

The rest of the assets are 'low' so as not to interfere with the critical path.


7) Metrics and SLO of "fast" HTML5 games

Targets:
  • TTFB <200-300 ms (with CDN).
  • LCP (lobby) <1. 8–2. 5 s on mobile.
  • Time-to-First-Interaction (TTFI) < 2–3 с.
  • First Frame In-Game <1-2 s after the start of the scene.
  • Total Download (first run): ≤ 1-3 MB per lobby, ≤ 5-10 MB up to the first battle/level.
  • Restart: ~ 0-200 KB thanks to SW cache.

Observability: RUM events on networks/geo/devices, Web Vitals, bootloader progress, timeout failures.


8) Pipeline assembly: how to get a "thin first byte"

1. Bundle analysis (source-map-explorer, webpack-bundle-analyzer).

2. Code-split by scenes/features, removal of "thick" polyphylls (we target modern browsers).

3. Minification: Terser/ESBuild + CSS Minify, dev logic removal.

4. Images: 'sharp/squoosh' → AVIF/WebP, generation of 'srcset'.

5. Textures: envelope in KTX2 (Basis/UASTC), creating mips.

6. Audio: Opus VBR 48-96 kbps, clips - shortened previews.

7. Manifest assets (artifact) + hash names + 'immutable'.

8. PWA/SW: kernel pre-cache, runtime cache of atlases with 'stale-while-revalidate'.

9. CDN: Preload-hints, 'Surrogate-Control', Soft-Purge by tag.


9) Runtime performance: to make the game "fly" after loading

Main-thread budget: hold JS-taski <50 ms; heavy - in Workers.

Batch render: group draw-calls, use instancing.

GC pressure: rent arrays/buffers, avoid "garbage" in game tics.

Adaptive FPS: Reduce post-effects when FPS drops without touching gameplay.


10) Anti-patterns (which makes the game slow)

One monolithic bundle 5-15 MB "to start."

PNG textures without GPU compression, no KTX2/Basis.

'rng% N'in the asset loader (determination is more important - but this is also about PF).

Requests without cache headers or without hash names → each visit "cold."

Polyphylls for the whole world (IE, old Safari) - pulling megabytes in vain.

Lack of SW/preloads - repeated visits are as difficult as the first.

"Heavy" fonts (several styles without 'unicode-range' and 'font-display: swap').


11) Fast HTML5 game checklist

Network and CDN

  • HTTP/3 enabled; 'preconnect' to CDN/providers.
  • `Cache-Control: immutable` + hash-имена; `stale-while-revalidate`.

Code and bundles

  • Code split by scene; ES modules; tree-shaking.
  • Initialization JS ≤ 150KB br; code cards separately.

Assets

  • WebP/AVIF for UI; KTX2 Basis/UASTC for textures.
  • Atlases and mips; Opus audio; lazy videos/cutscenes.

PWA/Cache

  • Service Worker: kernel pre-cache, runtime cache of atlases.
  • A second visit is loaded "from the warm" cache.

Priorities

  • 'preload' of critical chunks/atlases; 'fetchpriority' for important.
  • Low priority to secondary scenes.

Metrics

  • TTFB/LCP/TTFI/FTF/Download-budget on the dashboard.
  • Alerts on weight gain, hit-ratio CDN fall.

12) Mini title recipes

Static (JS/CSS/Atlases):

Cache-Control: public, max-age=31536000, immutable
Content-Encoding: br
JSON scene manifestos (often changed):

Cache-Control: public, max-age=60, stale-while-revalidate=120
Surrogate-Control: max-age=60, stale-if-error=600
Fonts:

Cache-Control: public, max-age=31536000, immutable
Cross-Origin-Resource-Policy: cross-origin

HTML5 games load faster because the web platform combines efficient transport (HTTP/2-3 TLS 1. 3), smart delivery (CDN, cache, preload), light assets (WebP/AVIF, KTX2, Opus) and incremental initialization (code split, lazy scenes, SW cache). Add WebGL/WASM and strict metric discipline - and the first frame appears in seconds, and re-entry becomes almost instantaneous.

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