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[Public WebGL] WebGL performance...seems like I have no hardware acceleration?!?

I've been thinking about porting some of my old OpenGL games over to
WebGL - and sticking them on my website for free to help to promote
WebGL (which is a noble and important cause!) and I'm seeing some weird
performance issues.  (I've been an OpenGL programmer since it was
pronounced "IrisGL" - and I work in the games industry as a senior
graphics programmer - so I'm not entirely clueless).

Now, I expect JavaScript to be slow - but we're using a real, hardware
graphics card - right? - so my expectation would be that if I push as
much functionality onto the GPU as possible and keep things simple on
the CPU/JavaScript side, I should be able to get decent frame rates.

To test, I wrote a really minimal application - it sets up matrices, it
clears the screen and renders a few simple objects and uses
setTimeout("draw()",1) to try to get the best framerate I can.  I'm
getting like 10Hz. :-(

Since I don't know whether my JavaScript is somehow doing something
nasty, I tossed out all of the 3D rendering and did nothing but clear
the screen.  Doing this test at a number of different canvas sizes, I get:

1280x1024: 15Hz.
 800x600 : 35Hz.
 200x200 : 90Hz.
 100x100 : 180Hz.
   8x8   : 180Hz.

Commenting out the clear-screen and doing no OpenGL calls at all in my
main loop still gets me 180Hz - so I guess I'm CPU-limited at that frame

This is exceedingly surprising.  If we have hardware acceleration - then
the screen should clear in WAY under a millisecond on my modern nVidia
graphics card...I'd expect that to be dwarfed by the JavaScript maximum
loop rate of 180Hz even at 1280x1024.

So it looks like we're either not running with hardware acceleration -
or there is some kind of software operation on the raster going on
that's crippling the frame rate.  I'm running the latest daily builds of
FireFox "minefield" - and I've double-checked that I have software
rendering disabled in the 'about:config' system.  I'm running Linux on
one machine, WinXP on another and Windows-7 on a third - and getting
pretty consistent results on all three machines.

But even at that - the difference between 200x200 and 100x100 is 30,000
pixels rendered in 6ms or 5Mpixels/sec ...which for a simple:  gl.clear
( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT )  would be slow even for
software rendering!

The machine I'm rendering on is a 2.8GHz quad-core with a dual nVidia
GeForce GTX 285 GPU - but I get almost identical times on my ancient
2.6GHz single-core with a dusty old GeForce 6800!  An even more ancient
machine with a 1GHz CPU gets roughly half the frame rate across the
board...again, suggesting we're seeing some software performance cap here.

Any ideas?

  -- Steve

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