Thank you for giving the demo a try and for the honest feedback!
To answer your question - yes, I actually play it every day - I originally built this project as a personal MOBILE time-killer to play when I need to clear my mind, and it honestly breaks my heart to hear that you experienced a half-second steering delay, because that is definitely not how the game is supposed to run. I don't have high-end hardware, so I developed and tested this on very weak older devices (an iPhone 6, a Huawei P Smart 2019, and an old Samsung) - on all of those the controls are instantaneous and the game flies
Because of this I strongly suspect something in your hardware setup is causing a massive input lag - If you have a moment could you run through this quick checklist?
Browser Compatibility: Are you using Google Chrome? Different browsers handle WebGL hardware acceleration differently, and Chrome provides the most optimized performance with the lowest input lag for this engine
Wireless Peripherals: Are you playing on a laptop using a Bluetooth keyboard or a wireless controller? Bluetooth polling rates on browsers can sometimes cause massive input lag
Hardware Acceleration: Is "Hardware Acceleration" disabled in your browser settings? If it is, the browser is using your CPU instead of your GPU to render the game, causing severe latency
Power Saving Mode: Is your device on battery saver? This throttles browser performance heavily
External Monitor/TV: If you are connected to a TV or a non-gaming monitor, they often have high native input latency unless set to "Game Mode"
For full transparency, WebGL inherently struggles with 10x slower performance compared to native Vulkan or Metal - this is a known limitation that the Khronos Group is still trying to improve. So, I had to implement every possible (and seemingly impossible) tricks to keep the engine lightweight and responsive
Also, I firmly believe racing games are the absolute top tier of technological difficulty - It is incredibly hard to get it right, not just for HTML5, but in the industry as a whole - so, If you look at the app stores today, there are very few studios with massive budgets that actually manage to make a genuinely playable racing game
What you are looking at right now is just a proof of concept, and many features were cut from this demo that I plan to add later - but even in this bare-bones state, it runs natively in a MOBILE browser with a performance footprint far better than what Unity's HTML5 exports can offer - I really ask that you judge it from that perspective first - and I also intentionally kept the controls a bit raw so that pros can really feel the drift
It's a real pity you weren't able to experience the game the way it was intended, because when it works, it is truly enjoyable - I would be incredibly grateful if you could try loading it directly on a smartphone in Google Chrome or a different device and let me know how it feels - I'd love to continue the discussion!