This[0] sounds interesting. I am not familiar with CEF, so I wonder how the versioning works. When different apps require different versions of CEF, do we just essentially end up with the electron model where every app bundles their own browser (just slightly less bad). Or is there still an advantage to a "shared runtime" in that case?
It seems great to be able to cut hundreds of megabytes out of your app installer, but the platform differences wind up being a complete and ongoing pain in the ass.
Tauri support on Windows is phenomenal.
Tauri on Mac runs into lots of WebKit/Safari issues, especially on older Mac machines that have an older engine that doesn't support modern web APIs. Your app can crash or be left non-functional. You'll find out about these runtime bugs in the wild randomly, and patching for some customers can take days, if not weeks.
Linux support is hellish, and it's best to not even try targeting Linux with Tauri.
Tauri is in the process of adding CEF support. It should probably become the default build target for all platforms.
It's also funny to me as someone who's been building websites for 20+ years at this point, because the platform differences used to be much, much worse. Coincidentally, I just saw this article, which makes the case nicely: https://www.bram.us/2026/06/21/do-websites-need-to-function-...
Could be attributed to app developers going the extra mile, but I suspect it's the framework choice.
Huge fan, this should definitely be the default. The user experience is incomparable.
One thing I'd like to verify: can the OS effectively use shared mem for cef across multiple different cef-rs apps? I really hope so. In this time of RAM being scarce, this optimization could be such a benefit.
Your points are valid, but the big upside is that the default system webview is very likely to already be loaded in memory before your app starts. And if multiple apps use the default system webview all of them will load that same dynamically linked binaries only once.
I don think the RAM savings are that significant on modern systems, but it greatly speeds up app first-loading times.
[0]: https://www.riotgames.com/en/news/architecture-league-client...
The new client is some weird plugins/services based architecture. Things that'd barely warrant their own class in a boring OOP-based UI framework are instead now "isolated" services. The reality of this isolation being that if one piece breaks, the whole UI becomes unusable anyways. Dozens of things that in another app would've been just a simple synchronous call now behave like remote procedure calls and messages, forcing all the complexity of distributed systems into a local application for no reason.
That's why it runs like ass, breaks if you look at it wrong, and your CPU draws more power when using the client than when playing the game at 200FPS.
It's not the only option, but it's the most mature with the largest amount of docs + stack overflow questions, so it's a "safe" choice.
If you peek into the native resources files of most games/desktop apps, you'll find a good portion of them bundle + use the CEF dll.
Before that I was closing both and playing a game of roulette. By the the time my game was working, I may have already been reported for being afk and the game ended. Edit: other bugs have included starting to download the game and then signing in afterwards (their UI doesn't stop you) and then download progress disappearing, perhaps hanging, and you having no way to know it for a 40gb file unless over an hour has passed and you check disk size and then realize the client doesn't know how to load it. Start over and do a fresh install again, clear cache etc because their cache of the client still thinks somethings being downloaded even though it's not. Also having chat permanently off, results in weird glitches with friends requests and being unable to add new friends.
Horrible experience. But since the game is so optimized for addiction and dark patterns these days, and sunk cost, its a game I find myself returning to every once in a while.
No shortage of games using it for in-game browser stuff, too.
The desktop app was originally a native C++ app, but they switched to CEF around 2011-2012. (It caused a very noticeable drop in performance!)
news to me. Been using steam since it launched. Never noticed it being sluggish
I would think/hope web developers are used to “just give me what you got”. Any other mindset leads to “you must install <browser> to see this site”.
It’s Electron devs that are used to that.
if (typeof Array.prototype.includes === ‘undefined’) { …
And if it wasn’t there you would define it yourself, it was called “polyfilling”. This was so commonplace that we built significant tooling like babel to standardize feature detection tests and fallback implementations - for a few years you could write request.then(response => response.json())
And behind the scenes the Rube Goldberg machine would turn this into something that would run in a JavaScript environment that had neither arrow functions nor promises.Since when? The browser landscape is much better today than 10 years ago, but no web dev worth their salt assumes anything about the user agent.
It is all about unknown unknowns.
en masse they don't. They just target the latest Chrome
> Because we can’t differentiate between a legitimate sign in and a MITM attack on these platforms, we will be blocking sign-ins from embedded browser frameworks starting in June
Granted this was years ago, maybe the situation improved? I had to abandon my CEF project because of this.