How to Minify Godot's Build Size (93MB –> 6.4MB EXE)(popcar.bearblog.dev) |
How to Minify Godot's Build Size (93MB –> 6.4MB EXE)(popcar.bearblog.dev) |
The decompressed data will be in RAM either way. I assume it's the _compressed_ data that remains in RAM (the RAM usage seems to support this as well)
Though sadly, for web exports, the vast majority of your loading time for at least your macOS/iOS users will be spent compiling shaders. The loading bar quickly goes from 0% to 90%, then the tab freezes for a few minutes as macOS sloooowly processes the GLSL. I don't know if there's anything to do about that.