[Public WebGL] IE11 vs Chrome

Florian Bösch [email protected]
Tue Nov 18 14:56:44 PST 2014


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 <[email protected]>
wrote:

> Platform:Win32Browser 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
> GeckoContext Name:experimental-webglGL Version:WebGL 0.94Shading Language
> Version:WebGL GLSL ES 0.94Vendor:MicrosoftRenderer:Internet ExplorerUnmasked
> Vendor:MicrosoftUnmasked Renderer:Intel(R) HD Graphics 4000Antialiasing:
> AvailableANGLE:NoMajor Performance Caveat:No
>
> On Tue, Nov 18, 2014 at 5:42 PM, Florian Bösch <[email protected]> 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 <[email protected]>
>> 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 <[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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