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

I've just been reading the document produced by the Google Maps team.

It includes the phrase: "This is reduced to 15 sanitized renderer strings" (section Results, 3rd bullet point).

Does "sanitized" here mean that significant gains can be achieved without leaking the full GL_RENDERER string? Does this offer another solution, something like "2006-2008 high-end NVIDIA" or "2010-2012 low-end AMD" or similar?

On 15 January 2014 23:22, Mark Callow <callow.mark@artspark.co.jp> wrote:

On 2014/01/15 13:57, Brandon Jones wrote:
Maintaining a per-feature performance characteristics list like that would be incredibly difficult for several reasons:
  • There are a lot of features to test, and the list grows with extensions.
  • Features may work well in isolation, but interact badly with other features in unpredictable ways
  • Features may only perform badly in certain use-cases, but fine otherwise.
  • "Slow" is highly subjective.
  • There is a steady stream of new hardware coming out that the browsers would need to continuously test an maintain detailed performance characteristics for.
All of this makes it unreasonable for browsers to try and track this information, and makes the usefulness of it limited to developers. On the other hand, developers know the feature set they care about. By giving them a method to track performance vs. hardware we allow them to make intelligent decisions about when and how to react to known-bad configurations.

All of the problems you list are also problems for application developers. I think knowing the feature set of interest reduces the matrix by only a small amount.

What does Google Maps do when it encounters a unknown GL_RENDERER string?



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