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The performance benefits of worker mode are covered in this blog post. It applies to all platforms that support worker mode.
Hi, I've read that post before and I just reread it, just in case I missed something. But not once does it mention NWjs and I still don't understand if it applies to NWjs! NWjs as I understand it is its own browser with nothing else running but your game. If "under the hood" Windows sees NWjs as just another Chrome process and groups it with other Chrome processes running, then I could see it being a major benefit. But if NWjs is only "based on chrome" but not actually chrome how would worker help? Sorry if that blog post spells it out and I am just not getting it, but I honestly don't understand.
NW.js is for all intents and purposes the same as Chrome. It is separate to the Chrome browser so there aren't other web pages that might jank the page. But there are other benefits that still apply to NW.js, such as allowing main thread work to happen in parallel.
I see, so some tasks that can only be done on the main thread can be done in parallel with worker. It's not a burning question but the only follow-up I would have are what exactly are those tasks and do they apply to me specifically? I don't do anything with SVGs, preview and debugger are N/A. The reason I am asking all this is I am looking into doing some scripting for Greenworks.js specifically (allowing player to use Steam Workshop) that I think will disqualify me from using Worker. So I want to know exactly what I am giving up. Maybe its a non-issue to not run Worker for a game in NWjs that doesn't use "specific" things that would benefit from running in parallel?
It's hard to say as it depends on both the internals of browser engines and the specific project in question. In general I'd say worker mode is a good idea if possible, but you will probably be OK with DOM mode too.