[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] GL_RENDERER string needed for performant apps

Hi Jennifer,

On 14 Jan 2014, at 10:39 am, Jennifer Maurer <maurerj@google.com> wrote:

The Google Maps and Chrome teams recently conducted an experiment where the GL_RENDERER string was made available via WebGL for 5% of users, so that the performance implications could be quantified. Using this data we have conclusively determined that access to the GL_RENDERER string is required in order to provide a good user experience in the new Maps product, which uses WebGL as its preferred rendering API.

In response, Google Chrome plans to enable access to the WEBGL_debug_renderer_info extension universally, allowing all WebGL applications to access this information. Ideally, we would like all WebGL implementers to follow suit, in order to provide the best user experience for the new Maps and other complex WebGL applications.

Apple takes a very strong position on user privacy, and is reluctant to expose any user information to third parties (in this case the web page/server). I expect any decision to enable these extensions in Safari will require a lot of internal discussion.

I’m not formally objecting to removing the security warnings because I see the benefits of a developer knowing the hardware capabilities, but I ask the group to hold off making a decision on this for at least a couple of weeks while I can get some people to look at the proposal.

One thing that would really help, both Apple and the community, would be some specific examples of how you used the GPU identification to improve performance, and to what degree it helped.

e.g. About 10% of Maps users were hitting XYZ bug, because they were using ABC GPU. This caused their system to hang. So we disabled MNO for ABC and found user sessions to last approximately 200% longer.

Without this it’s hard to evaluate the benefit. One could infer from this message that WebGL itself is requiring too much from the popular hardware out there, and that the specification should be scaled back (obviously not what you’re suggesting).

(When I said “specific”, I meant the examples - the numbers themselves can be blurry. Also, I’m not asking for exhaustive examples - just a few)



In addition, we are petitioning the WebGL working group to remove the security warnings from this and the WEBGL_debug_shaders extensions, as we believe that exposing this information is not as privacy-sensitive as once feared, and the benefits of making it available to real-world WebGL applications have been clearly demonstrated.

Please send feedback on this plan and the proposal for the WebGL extensions to the mailing list.

For further information, please see http://goo.gl/dxRdGS