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Half-Life 2 playable in browser at over 100 FPS

WireByte Staff · July 5, 2026

A new, unofficial port of Half-Life 2 has been released, allowing users to play the complete main campaign in their browser at over 100 frames per second. Developed by Slqnt and 98006, the webport uses WebGL 2 and WebAssembly to achieve native performance. The game's release has sparked interest in browser-based gaming, but its long-term viability remains uncertain.

Key points

  • Slqnt and 98006 developed a new, unofficial port of Half-Life 2, allowing users to play the complete main campaign in their browser at over 100 frames per second.
  • The webport uses WebGL 2 and WebAssembly to achieve native performance, bypassing the browser's typical layout engine and executing graphics-intensive tasks directly on the GPU.
  • The game's release has sparked interest in browser-based gaming, with some analysts predicting a shift towards cloud gaming and others expressing skepticism about the technology's long-term viability.
  • The port was created in just three months, demonstrating the potential for rapid development in browser-based gaming.
  • The game's performance is dependent on the user's hardware, with slower systems potentially experiencing reduced frame rates and decreased performance.

Half-Life 2 playable in browser at over 100 FPS

A new, unofficial port of Half-Life 2 has been released, allowing users to play the complete main campaign in their browser at over 100 frames per second. Developed by Slqnt and 98006, the webport uses WebGL 2 and WebAssembly to achieve native performance.

The game's release has sparked interest in browser-based gaming, with some analysts predicting a shift towards cloud gaming and others expressing skepticism about the technology's long-term viability. While the port is currently available for public play, its long-term viability remains uncertain.

The port was created in just three months, demonstrating the potential for rapid development in browser-based gaming. However, the game's performance is dependent on the user's hardware, with slower systems potentially experiencing reduced frame rates and decreased performance.

Sources

WireByte Staff — Editorial Team

The WireByte editorial team synthesises technology news from multiple primary sources, verifies the facts, and links every source. Articles are produced with AI assistance and reviewed under our editorial policy.