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Re: [Public WebGL] WebGL benchmarking





On Fri, May 28, 2010 at 8:57 AM, Chris Marrin <cmarrin@apple.com> wrote:

On May 24, 2010, at 10:53 AM, Thatcher Ulrich wrote:

> Thanks for the heads-up!  Safari+webkit should be fixed now.
>
> I see there is an issue with Safari+webkit where the profile script
> blocks for a long time and the browser pops a dialog box, throwing off
> the timing.  I'll see if I can break up the profile to eliminate that.
>
> Re chromium, I've been working with nightly builds, so there may be
> discrepancies with older builds around things like WebGLFloatArray.  I
> just verified it works with the most recent chromium nightly, 48040.
>
> Re Minefield, I'll take a look soon.

Excellent. Works on WebKit Nightly now. Very nice performance test. Here are my results:

userAgent = Mozilla/5.0 (Macintosh; U; Intel Mac OS X 10_6_3; en-us) AppleWebKit/533.7 (KHTML, like Gecko) Version/4.1 Safari/533.7
gl.VERSION = 2.1 NVIDIA-1.6.10
gl.VENDOR = NVIDIA Corporation
gl.RENDERER = NVIDIA GeForce GT 120 OpenGL Engine
+--------+-----+-------+------------+-----------+---------+
| layers | dim | prim  |  tris/sec  | draws/sec |   dt    |
+--------+-----+-------+------------+-----------+---------+
|      4 |  16 | strip |   21107784 |     46906 |   2.004 |
|      4 |  32 | strip |   87363636 |     45455 |   2.002 |
|      4 |  64 | strip |  219195266 |     27613 |   2.028 |
|      8 |  64 | strip |  247458354 |     31174 |   2.053 |
+--------+-----+-------+------------+-----------+---------+

Yes, that is a WebGL demo getting 247 million triangles per second! This is on an admittedly high end Mac Pro. But even on my MacBook Pro, I'm seeing 210 million.

Unfortunately how many triangles per second is dependent on the GPU, not WebGL. The more important number is draws per second for small prims since that's closer to showing the _javascript_/WebGL implementation overhead.  For example, the original beach demo from O3D was doing 270,000 draws per second (before we optimized the assets) and that was for relatively complex shaders (lots of uniforms and attribs to set before every draw call).

It would be nice to look into ways to get this number higher for WebGL.

 

Thanks for the great work!

-----
~Chris
cmarrin@apple.com





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