[Public WebGL] IE11 vs Chrome

John Davis [email protected]
Tue Nov 18 14:58:46 PST 2014


Ticket?  Where?  BTW, Jamie just said the Intel updates are on their way.

On Tue, Nov 18, 2014 at 5:56 PM, Florian Bösch <[email protected]> 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 <[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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