[Public WebGL] IE11 vs Chrome

John Davis [email protected]
Tue Nov 18 14:38:22 PST 2014


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 <[email protected]> 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 <[email protected]
> > 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 <[email protected]>:
>>
>>> On Tue, Nov 18, 2014 at 10:38 AM, John Davis <[email protected]>
>>> 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).
>>>
>>>
>>
>>
>
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