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Re: [Public WebGL] IE11 vs Chrome



- https://code.google.com/p/chromium/issues/list
https://bugzilla.mozilla.org/
https://bugs.webkit.org/
https://code.google.com/p/angleproject/issues/list
https://connect.microsoft.com/IE

On Tue, Nov 18, 2014 at 11:58 PM, John Davis <jdavis@pcprogramming.com> wrote:
Ticket?  Where?  BTW, Jamie just said the Intel updates are on their way.

On Tue, Nov 18, 2014 at 5:56 PM, Florian Bösch <pyalot@gmail.com> wrote:
So it's the ordinary DX11 path for IE. So for whatever reason, Chrome decided to service your webgl with DX9. Maybe file a ticket?

On Tue, Nov 18, 2014 at 11:54 PM, John Davis <jdavis@pcprogramming.com> wrote:
Platform:Win32
Browser User Agent:Mozilla/5.0 (Windows NT 6.3; WOW64; Trident/7.0; Touch; .NET4.0E; .NET4.0C; Tablet PC 2.0; .NET CLR 3.5.30729; .NET CLR 2.0.50727; .NET CLR 3.0.30729; InfoPath.3; BRI/2; rv:11.0) like Gecko
Context Name:experimental-webgl
GL Version:WebGL 0.94
Shading Language Version:WebGL GLSL ES 0.94
Vendor:Microsoft
Renderer:Internet Explorer
Unmasked Vendor:Microsoft
Unmasked Renderer:Intel(R) HD Graphics 4000
Antialiasing:Available
ANGLE:No
Major Performance Caveat:No

On Tue, Nov 18, 2014 at 5:42 PM, Florian Bösch <pyalot@gmail.com> wrote:
I believe that this backend was selected for you, because of the HD 4000, for whatever reason. Could some of the chrome guys comment on this? Also please look at http://webglreport.com/ with IE and see what you get.

On Tue, Nov 18, 2014 at 11:38 PM, John Davis <jdavis@pcprogramming.com> wrote:
Lol, that must be it, I have Intel drivers.

ANGLE (Intel(R) HD Graphics 4000 Direct3D9Ex vs_3_0 ps_3_0)

When's the new update come out?

On Tue, Nov 18, 2014 at 9:58 AM, Jamie Madill <jmadill@chromium.org> wrote:
This 3D Texture sample seems to use 100% of my GPU; it's possible IE handles dropped frames a little better sometimes. For me, Canary behaves better than stable Chrome.

FYI you can also look at about:gpu in Chrome to determine if you're using D3D11 or D3D9. Most AMD and nVidia systems should be on D3D11, and we're recently moving to D3D11 on Intel systems with recent drivers.

On Tue, Nov 18, 2014 at 5:13 AM, Tibor Ouden, den <tibordenouden@gmail.com> wrote:
If you go to : http://webglreport.com/ you will see if the webgl implementation uses ANGLE and what version of DirectX is used.

2014-11-18 10:54 GMT+01:00 Florian Bösch <pyalot@gmail.com>:
On Tue, Nov 18, 2014 at 10:38 AM, John Davis <jdavis@pcprogramming.com> wrote:
Will Chrome/Angle be using DX11 anytime soon?
As Brandon has said, it depends on your system if Angle is using DX11 or DX9.
 
Not sure about everyone else, but on my end this demo is smooth as glass on IE11, but stutters/jerks on Chrome.
That's probably not got anything to do with the backend choice. It runs smooth here in Chrome/Linux.
 
Any idea what the difference is?  Or how I can make it run better on Chrome?
Stuttering/Jerking/etc. is most often caused by engaging the JS garbage collector a lot. Each time it kicks in, it stops the world for anything between 80-150ms and nothing gets drawn during that time.

It is possible that there's a particular bug with Chrome (due to vsync and whatnot) that you might be affected by (Brandon and I talked about this getting somewhat worse). You should compare your demo on different browsers (IE, Chrome, Firefox, Opera) and on different OSes (OSX, Windows, Android, iOS). This helps you spot if you did something wrong (it's bad everywhere), or something suboptimal you did (it's good on exactly one browser, but not on any other), or if it's a browser bug (it's bad on only one browser).