[Public WebGL] IE11
Kirill Prazdnikov
[email protected]
Fri Nov 7 06:09:03 PST 2014
Should we use this to report critical issues like "internal error" and
critical crashes as well will wishes ?
-Kirill
On 06.11.2014 23:35, Frank Olivier wrote:
>
> (Apologies for the delay in replying)
>
> Please use
> https://wpdev.uservoice.com/forums/257854-internet-explorer-platform
> to report and vote on issues; we’re using that to track requests.
>
> Thanks
>
> Frank
>
> *From:*Florian Bösch [mailto:[email protected]]
> *Sent:* Wednesday, October 22, 2014 1:43 PM
> *To:* Tibor Ouden, den
> *Cc:* Rafael Cintron; Jukka Jylänki; Frank Olivier;
> [email protected]; public webgl
> *Subject:* Re: [Public WebGL] IE11
>
> It'd be cool if there was a good issue tracker (ala bugzilla or
> code.google.com <http://code.google.com>) for IE. CodePlex looks like
> it has a fairly good issue tracking system and it's Microsoft
> property. Maybe IE could use that to track issues. Another thing that
> other browsers do is release changelogs of what changed in which
> version. Popular are also release roadmaps/feature roadmaps (I think
> Microsoft had something like that).
>
> On Wed, Oct 22, 2014 at 10:34 PM, Tibor Ouden, den
> <[email protected] <mailto:[email protected]>> wrote:
>
> Frank, Rafael,
>
> If you are interested in another test case :
>
> http://www.borbitsoft.com/ contains my attempt to create a PhysX /
> Havoc / Bullet equivalent in the browser.
>
> (It is still in its early stages :-) )
>
> All the heavy lifting is done by shaders on the gpu.
>
> It contains some long shaders which currently are not digested by IE.
>
> There should be a general issue on Microsoft Connect.
>
> When I have some time I will create more specific issues.
>
> Tibor
>
> 2014-10-07 19:40 GMT+02:00 Rafael Cintron
> <[email protected] <mailto:[email protected]>>:
>
> Hello Jukka. Thank you very much for your feedback.
>
> The IE build on the results page is not the latest released
> version. You should re-run your benchmark with the latest
> released version available on Windows Update.
>
> While IE has improved compared to where we once were, we are
> still not better than Chrome when you throw a large number of
> objects at the benchmark. On an ATI FirePro V card, I get
> 23fps with 5000 objects on IE. Chrome yields 30fps with the
> same workload. There is definitely more work for us to do here.
>
> If you find any more issues, please let myself or Frank know.
>
> --Rafael
>
> *From:*[email protected]
> <mailto:[email protected]>
> [mailto:[email protected]
> <mailto:[email protected]>] *On Behalf Of *Jukka
> Jylänki
> *Sent:* Monday, October 6, 2014 10:07 AM
> *To:* Frank Olivier
> *Cc:* [email protected]
> <mailto:[email protected]>; public webgl
> *Subject:* Re: [Public WebGL] IE11
>
> Hi Frank,
>
> I posted one such bug item about IE11 performance to
> connect.microsoft.com <http://connect.microsoft.com>, but it
> was closed without action and later deleted. It was numbered
> 810215 and the title was "IE11 performance is worse than FF,
> Chrome or Opera in Emscripten WebGL benchmark.". At the time
> when I did the benchmarks, the results looked like this:
> https://dl.dropboxusercontent.com/u/40949268/emcc/10kCubes_benchmark/10kCubes_results_20130312.html
> . Perhaps things have changed since then. You can run the
> benchmark in one of the links on the page. Also, here is more
> recent interactive version of the same application:
> https://dl.dropboxusercontent.com/u/40949268/emcc/10kCubes_vsync/10kCubes.html
> (It starts out with setTimeout(0)-based rendering, tap B once
> to get requestAnimationFrame-based rendering).
>
> For your convenience, here is a zipped build of the
> interactive version:
> https://dl.dropboxusercontent.com/u/40949268/emcc/10kCubes_vsync/10kCubes_vsync.zip
> .
>
> Best,
>
> Jukka
>
> 2014-10-06 19:48 GMT+03:00 Frank Olivier
> <[email protected]
> <mailto:[email protected]>>:
>
> Wrt: “Javascript is still slower in IE11” – We’re very
> interested in scenarios where we can improve Javascript
> performance; if you can point us to scenarios, we’d
> appreciate it.
>
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