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Re: [Public WebGL] webgl tests seem to require 24/32-bit canvas buffer

On Wed, Jul 11, 2012 at 5:06 PM, Vladimir Vukicevic
<[email protected]> wrote:
> ----- Original Message -----
>> Then honestly I'd prefer to see WebGL not on those phones and
>> hopefully that will be one more reason not to buy them. Who ever
>> made that phone shouldn't be rewarded for making a crappy GPU. Let's
>> not go backward. That's just my opinion though.
> Err.. we're talking about current gen phones here.  565/4444 is faster than 888/8888 on Galaxy Nexus (SGX540) and HTC One X (Tegra 3) -- I'm not sure that you could call either of those a "crappy GPU" :).  It's simply 2x the memory usage and bandwidth for some ops.  There are definitely more optimizations that can be done, but I'd really like to see at the very least a new context creation flag for "optimizeQuality" (or the inverse, "optimizePerformance" if we want to have 8888 be the default) so that content authors can at least choose.  I'd love to know what most mobile GL games are using these days, though!

It's an interesting data point (that I didn't know before) that Unity
uses a 565 back buffer by default. Since Unity is used heavily in
mobile games, it indicates many developers are using a lower precision
color buffer.

Given that current mobile GPUs get a significant speed boost from this
change, and the fact that it's been a desire from the beginning for
WebGL to work well on the existing crop of ES 2.0 phones, I agree it
sounds like a good idea to provide a context creation option. Can you
indicate which conformance tests would need to be updated to support


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