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Re: [Public WebGL] Chrome WebGL



That "bug" was a deliberate feature of all older browsers, in which they clamped requests to 10ms to prevent websites from clobbering the cpu with 0-delay timeouts.

--Oliver

On Nov 4, 2010, at 9:25 AM, steve@sjbaker.org wrote:

> I've certainly had WebGL apps running at close to 60Hz.   There may be an
> issue with getting the frame rate up above that if the browser ties the
> buffer swap to the vertical retrace signal and your monitor is running at
> 60Hz.
> 
> There was also a bug in at least one flavor of JavaScript that limited the
> minimum amount of time that the 'setTimeout' would operate on - which
> essentially limited the frame rate.  Sadly, I'm a little sketchy on the
> details - I don't recall which browser it was, what the minimum delay was
> or whether it ever got fixed.
> 
>  -- Steve
> 
>> John,
>> 
>> AFAIK there is no fixed limit on frame-rate.
>> 
>> So, as you suggested, It's usually fixed by the rate at which you setup
>> your update events and what's getting rendered.
>> 
>> This was true for chrome, webkit nightly and minefield.
>> 
>> - Rachid
>> HuE
>> 
>> On Nov 4, 2010, at 4:31 AM, John Davis <jdavis@pcprogramming.com> wrote:
>> 
>>> Is there a hard coded limit on the frame rate?  Or is it simply a
>>> function of the timer frequency in the web page and the underlying GPU?
>>> If there is a hard coded limit, can we pleeze make it something like
>>> 60-80fps?  30 fps is quite choppy, and doesn't look much better than 3D
>>> in a .Net WPF XBAP.  Granted, we have shaders, but 30 fps still doesn't
>>> look good.
>>> 
>>> Also, are there mailing lists for the specific integrations of WebGL (ie
>>> Chrome, Safari, Firefox)?
>>> 
>>> Thanks,
>>> JD
>>> 
>> 
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> 
> 
> 
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