
Why Dingcade keeps Full and Lite rendering paths
Published by EFANCY LLC. Dates mark the documented release or the publication of the engineering note.
A browser cabinet needs a graceful quality ladder because visual capability and stable play are not the same thing.
Dingcade renders a 3D cabinet, moving marble bodies, authored materials, lighting, particles, audio, and machine-specific hardware in the browser. Devices vary widely, and a successful WebGL start does not guarantee that every visual layer will remain smooth through a long multi-ball session.
The shared player therefore owns a Full/Lite quality ladder and recovery notices rather than letting each machine invent its own fallback. Lite reduces presentation cost while preserving the cabinet rules and visible result path. The design priority is continuity and honest feedback: a quality change should protect the session, not silently replace the game with unrelated content.