From mar...@ Mon Jun 4 00:33:10 2018 From: mar...@ (=?UTF-8?Q?Markus_M=C3=B6nig?=) Date: Mon, 4 Jun 2018 14:33:10 +0700 Subject: [Public WebGL] EXT_disjoint_timer_query disabled In-Reply-To: References: <919DFFC6-6587-45D6-B5B7-E0C954B440DA@callow.im> Message-ID: As somebody who is trying to make a living by coding WebGL based applications for the Web and Desktop (PaintSupreme3D.com, Material-Z.com etc) I fully agree with Florian. WebGL is a great concept but was coded by a group of people who never tried to create a real world application with it. The fact that you can not compile shaders in the background is a major design flaw and has not been addressed for years because nobody really seems to care. Now we cannot time our shaders anymore, which makes it nearly impossible for some of us to ship our applications. If some of you would care, there would be ways to enable this again to users, like showing a dialog and let the user decide to enable this extension or not per application. If Microsoft has a security flaw in their graphics subsystem, would they disable the whole graphics subsystem ? No, they would find a solution because their business depends on it. Google just does not care. We will remember. On Sat, May 19, 2018 at 11:36 PM, Ken Russell wrote: > On Sat, May 19, 2018 at 3:36 AM Mark Callow wrote: >> >> >> >> On May 19, 2018, at 10:08, Ken Russell wrote: >> >> act as a high-precision timer to carry out Spectre-like attacks >> >> >> I thought the OS?s already had mitigations for Spectre. Why do the >> browsers need additional ones? > > > Please see my reply to Florian. > > -Ken > > >> >> >> Regards >> >> -Mark >> > ----------------------------------------------------------- You are currently subscribed to public_webgl...@ To unsubscribe, send an email to majordomo...@ with the following command in the body of your email: unsubscribe public_webgl ----------------------------------------------------------- From jgi...@ Thu Jun 28 14:49:21 2018 From: jgi...@ (Jeff Gilbert) Date: Thu, 28 Jun 2018 14:49:21 -0700 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> Message-ID: Initial opt-in "low-power" support for MacOS has landed in Firefox 63 (Nightly). On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: > > Hello WebGL community, > > We recently added powerPreference to the WebGL 1.0 specification, which allows content developers to give a hint as to what type of GPU they require. > > https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 > > This replaces the old preferLowPowerToHighPerformance which, even though WebKit implemented it, never shipped in a form that actually changed behaviour. > > Here's an example. If you're on a macOS system with two GPUs (e.g. a Macbook Pro), you'd request the more powerful and power hungry GPU using: > > let gl = canvas.getContext("webgl", { powerPreference: "high-performance" }); > > Note that, as the specification suggests, it doesn't guarantee you'll get the GPU, and you'll be at the front of the line if the system needs to reset some WebGL contexts in order to reclaim system resources. You MUST have a registered event handler for the webglcontextlost and webglcontextrestored events if you want the user agent to respect your request for high-performance. > > WebKit and Safari Technology Preview have implemented this attribute, so you can try them out now. Some details on the current WebKit implementation: > > - the default value for powerPreference is equivalent to "low-power" (i.e. we still prioritise power use). > - even if you get the discrete GPU, you WILL swap to the integrated GPU if your tab is moved to the background, or the page is hidden. This shouldn't cause any issues, but please let me know if you think it is. > - similarly, if you request "low-power" you might be swapped to the discrete GPU if another page or system app turns it on. > > Other browser engines are indicating they'll be implementing this soon too. The behaviour on other operating systems and hardware might be slightly different. > > Dean > > > ----------------------------------------------------------- > You are currently subscribed to public_webgl...@ > To unsubscribe, send an email to majordomo...@ with > the following command in the body of your email: > unsubscribe public_webgl > ----------------------------------------------------------- > ----------------------------------------------------------- You are currently subscribed to public_webgl...@ To unsubscribe, send an email to majordomo...@ with the following command in the body of your email: unsubscribe public_webgl ----------------------------------------------------------- From kbr...@ Thu Jun 28 18:06:34 2018 From: kbr...@ (Ken Russell) Date: Thu, 28 Jun 2018 18:06:34 -0700 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> Message-ID: Great progress Jeff. Apologies for not having landed this support in Chrome yet. On Thu, Jun 28, 2018 at 2:50 PM Jeff Gilbert wrote: > > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 > (Nightly). > > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: > > > > Hello WebGL community, > > > > We recently added powerPreference to the WebGL 1.0 specification, which > allows content developers to give a hint as to what type of GPU they > require. > > > > https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 > > > > This replaces the old preferLowPowerToHighPerformance which, even though > WebKit implemented it, never shipped in a form that actually changed > behaviour. > > > > Here's an example. If you're on a macOS system with two GPUs (e.g. a > Macbook Pro), you'd request the more powerful and power hungry GPU using: > > > > let gl = canvas.getContext("webgl", { powerPreference: > "high-performance" }); > > > > Note that, as the specification suggests, it doesn't guarantee you'll > get the GPU, and you'll be at the front of the line if the system needs to > reset some WebGL contexts in order to reclaim system resources. You MUST > have a registered event handler for the webglcontextlost and > webglcontextrestored events if you want the user agent to respect your > request for high-performance. > > > > WebKit and Safari Technology Preview have implemented this attribute, so > you can try them out now. Some details on the current WebKit implementation: > > > > - the default value for powerPreference is equivalent to "low-power" > (i.e. we still prioritise power use). > > - even if you get the discrete GPU, you WILL swap to the integrated GPU > if your tab is moved to the background, or the page is hidden. This > shouldn't cause any issues, but please let me know if you think it is. > > - similarly, if you request "low-power" you might be swapped to the > discrete GPU if another page or system app turns it on. > > > > Other browser engines are indicating they'll be implementing this soon > too. The behaviour on other operating systems and hardware might be > slightly different. > > > > Dean > > > > > > ----------------------------------------------------------- > > You are currently subscribed to public_webgl...@ > > To unsubscribe, send an email to majordomo...@ with > > the following command in the body of your email: > > unsubscribe public_webgl > > ----------------------------------------------------------- > > > > ----------------------------------------------------------- > You are currently subscribed to public_webgl...@ > To unsubscribe, send an email to majordomo...@ with > the following command in the body of your email: > unsubscribe public_webgl > ----------------------------------------------------------- > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From din...@ Thu Jun 28 18:19:00 2018 From: din...@ (Dean Jackson) Date: Fri, 29 Jun 2018 11:19:00 +1000 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> Message-ID: > On 29 Jun 2018, at 07:49, Jeff Gilbert wrote: > > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 (Nightly). I assume opt-in means that your default value is "high-performance"? I wonder if we should make an effort to be consistent on this, although I don't think Apple will want to move away from a "low-power" default. However, I wouldn't mind pushing for it to be "high-performance" if the device is connected to a power supply. (Downside: assuming you're already being tracked, and they know you're on a dual-GPU machine, a website can now detect if you're connected to power) Dean > > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: >> >> Hello WebGL community, >> >> We recently added powerPreference to the WebGL 1.0 specification, which allows content developers to give a hint as to what type of GPU they require. >> >> https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 >> >> This replaces the old preferLowPowerToHighPerformance which, even though WebKit implemented it, never shipped in a form that actually changed behaviour. >> >> Here's an example. If you're on a macOS system with two GPUs (e.g. a Macbook Pro), you'd request the more powerful and power hungry GPU using: >> >> let gl = canvas.getContext("webgl", { powerPreference: "high-performance" }); >> >> Note that, as the specification suggests, it doesn't guarantee you'll get the GPU, and you'll be at the front of the line if the system needs to reset some WebGL contexts in order to reclaim system resources. You MUST have a registered event handler for the webglcontextlost and webglcontextrestored events if you want the user agent to respect your request for high-performance. >> >> WebKit and Safari Technology Preview have implemented this attribute, so you can try them out now. Some details on the current WebKit implementation: >> >> - the default value for powerPreference is equivalent to "low-power" (i.e. we still prioritise power use). >> - even if you get the discrete GPU, you WILL swap to the integrated GPU if your tab is moved to the background, or the page is hidden. This shouldn't cause any issues, but please let me know if you think it is. >> - similarly, if you request "low-power" you might be swapped to the discrete GPU if another page or system app turns it on. >> >> Other browser engines are indicating they'll be implementing this soon too. The behaviour on other operating systems and hardware might be slightly different. >> >> Dean >> >> >> ----------------------------------------------------------- >> You are currently subscribed to public_webgl...@ >> To unsubscribe, send an email to majordomo...@ with >> the following command in the body of your email: >> unsubscribe public_webgl >> ----------------------------------------------------------- >> ----------------------------------------------------------- You are currently subscribed to public_webgl...@ To unsubscribe, send an email to majordomo...@ with the following command in the body of your email: unsubscribe public_webgl ----------------------------------------------------------- From kbr...@ Thu Jun 28 18:40:11 2018 From: kbr...@ (Ken Russell) Date: Thu, 28 Jun 2018 18:40:11 -0700 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> Message-ID: It would be helpful to leave the user agent's defaults loosely specified, at least for the moment. I'd like to experiment with heuristics to try to decide a good default for various kinds of content up front. On Thu, Jun 28, 2018 at 6:20 PM Dean Jackson wrote: > > > > > On 29 Jun 2018, at 07:49, Jeff Gilbert wrote: > > > > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 > (Nightly). > > I assume opt-in means that your default value is "high-performance"? > > I wonder if we should make an effort to be consistent on this, although I > don't think Apple will want to move away from a "low-power" default. > However, I wouldn't mind pushing for it to be "high-performance" if the > device is connected to a power supply. (Downside: assuming you're already > being tracked, and they know you're on a dual-GPU machine, a website can > now detect if you're connected to power) > > Dean > > > > > > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: > >> > >> Hello WebGL community, > >> > >> We recently added powerPreference to the WebGL 1.0 specification, which > allows content developers to give a hint as to what type of GPU they > require. > >> > >> https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 > >> > >> This replaces the old preferLowPowerToHighPerformance which, even > though WebKit implemented it, never shipped in a form that actually changed > behaviour. > >> > >> Here's an example. If you're on a macOS system with two GPUs (e.g. a > Macbook Pro), you'd request the more powerful and power hungry GPU using: > >> > >> let gl = canvas.getContext("webgl", { powerPreference: > "high-performance" }); > >> > >> Note that, as the specification suggests, it doesn't guarantee you'll > get the GPU, and you'll be at the front of the line if the system needs to > reset some WebGL contexts in order to reclaim system resources. You MUST > have a registered event handler for the webglcontextlost and > webglcontextrestored events if you want the user agent to respect your > request for high-performance. > >> > >> WebKit and Safari Technology Preview have implemented this attribute, > so you can try them out now. Some details on the current WebKit > implementation: > >> > >> - the default value for powerPreference is equivalent to "low-power" > (i.e. we still prioritise power use). > >> - even if you get the discrete GPU, you WILL swap to the integrated GPU > if your tab is moved to the background, or the page is hidden. This > shouldn't cause any issues, but please let me know if you think it is. > >> - similarly, if you request "low-power" you might be swapped to the > discrete GPU if another page or system app turns it on. > >> > >> Other browser engines are indicating they'll be implementing this soon > too. The behaviour on other operating systems and hardware might be > slightly different. > >> > >> Dean > >> > >> > >> ----------------------------------------------------------- > >> You are currently subscribed to public_webgl...@ > >> To unsubscribe, send an email to majordomo...@ with > >> the following command in the body of your email: > >> unsubscribe public_webgl > >> ----------------------------------------------------------- > >> > > > ----------------------------------------------------------- > You are currently subscribed to public_webgl...@ > To unsubscribe, send an email to majordomo...@ with > the following command in the body of your email: > unsubscribe public_webgl > ----------------------------------------------------------- > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From din...@ Thu Jun 28 18:44:02 2018 From: din...@ (Dean Jackson) Date: Fri, 29 Jun 2018 11:44:02 +1000 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> Message-ID: <1F4D5F96-9973-4C27-8ACB-9ABDF0075D74@apple.com> > On 29 Jun 2018, at 11:40, Ken Russell wrote: > > It would be helpful to leave the user agent's defaults loosely specified, at least for the moment. I'd like to experiment with heuristics to try to decide a good default for various kinds of content up front. How would this work? You'd decide per site? Size of the canvas? iframe v main page? We considered many of these things but decided it was better to be consistent. Dean > > > On Thu, Jun 28, 2018 at 6:20 PM Dean Jackson > wrote: > > > > > On 29 Jun 2018, at 07:49, Jeff Gilbert > wrote: > > > > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 (Nightly). > > I assume opt-in means that your default value is "high-performance"? > > I wonder if we should make an effort to be consistent on this, although I don't think Apple will want to move away from a "low-power" default. However, I wouldn't mind pushing for it to be "high-performance" if the device is connected to a power supply. (Downside: assuming you're already being tracked, and they know you're on a dual-GPU machine, a website can now detect if you're connected to power) > > Dean > > > > > > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson > wrote: > >> > >> Hello WebGL community, > >> > >> We recently added powerPreference to the WebGL 1.0 specification, which allows content developers to give a hint as to what type of GPU they require. > >> > >> https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 > >> > >> This replaces the old preferLowPowerToHighPerformance which, even though WebKit implemented it, never shipped in a form that actually changed behaviour. > >> > >> Here's an example. If you're on a macOS system with two GPUs (e.g. a Macbook Pro), you'd request the more powerful and power hungry GPU using: > >> > >> let gl = canvas.getContext("webgl", { powerPreference: "high-performance" }); > >> > >> Note that, as the specification suggests, it doesn't guarantee you'll get the GPU, and you'll be at the front of the line if the system needs to reset some WebGL contexts in order to reclaim system resources. You MUST have a registered event handler for the webglcontextlost and webglcontextrestored events if you want the user agent to respect your request for high-performance. > >> > >> WebKit and Safari Technology Preview have implemented this attribute, so you can try them out now. Some details on the current WebKit implementation: > >> > >> - the default value for powerPreference is equivalent to "low-power" (i.e. we still prioritise power use). > >> - even if you get the discrete GPU, you WILL swap to the integrated GPU if your tab is moved to the background, or the page is hidden. This shouldn't cause any issues, but please let me know if you think it is. > >> - similarly, if you request "low-power" you might be swapped to the discrete GPU if another page or system app turns it on. > >> > >> Other browser engines are indicating they'll be implementing this soon too. The behaviour on other operating systems and hardware might be slightly different. > >> > >> Dean > >> > >> > >> ----------------------------------------------------------- > >> You are currently subscribed to public_webgl...@ . > >> To unsubscribe, send an email to majordomo...@ with > >> the following command in the body of your email: > >> unsubscribe public_webgl > >> ----------------------------------------------------------- > >> > > > ----------------------------------------------------------- > You are currently subscribed to public_webgl...@ . > To unsubscribe, send an email to majordomo...@ with > the following command in the body of your email: > unsubscribe public_webgl > ----------------------------------------------------------- > -------------- next part -------------- An HTML attachment was scrubbed... URL: From kbr...@ Thu Jun 28 19:14:53 2018 From: kbr...@ (Ken Russell) Date: Thu, 28 Jun 2018 19:14:53 -0700 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: <1F4D5F96-9973-4C27-8ACB-9ABDF0075D74@apple.com> References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> <1F4D5F96-9973-4C27-8ACB-9ABDF0075D74@apple.com> Message-ID: On Thu, Jun 28, 2018 at 6:44 PM Dean Jackson wrote: > > > On 29 Jun 2018, at 11:40, Ken Russell wrote: > > It would be helpful to leave the user agent's defaults loosely specified, > at least for the moment. I'd like to experiment with heuristics to try to > decide a good default for various kinds of content up front. > > > How would this work? You'd decide per site? Size of the canvas? iframe v > main page? > > We considered many of these things but decided it was better to be > consistent. > Not sure yet; that's why I'd like to experiment. Haven't had the time to do so yet. cross-origin iframe vs. main page seems like one that may have a good benefit. -Ken Dean > > > > > On Thu, Jun 28, 2018 at 6:20 PM Dean Jackson wrote: > >> >> >> >> > On 29 Jun 2018, at 07:49, Jeff Gilbert wrote: >> > >> > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 >> (Nightly). >> >> I assume opt-in means that your default value is "high-performance"? >> >> I wonder if we should make an effort to be consistent on this, although I >> don't think Apple will want to move away from a "low-power" default. >> However, I wouldn't mind pushing for it to be "high-performance" if the >> device is connected to a power supply. (Downside: assuming you're already >> being tracked, and they know you're on a dual-GPU machine, a website can >> now detect if you're connected to power) >> >> Dean >> >> >> > >> > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: >> >> >> >> Hello WebGL community, >> >> >> >> We recently added powerPreference to the WebGL 1.0 specification, >> which allows content developers to give a hint as to what type of GPU they >> require. >> >> >> >> https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 >> >> >> >> This replaces the old preferLowPowerToHighPerformance which, even >> though WebKit implemented it, never shipped in a form that actually changed >> behaviour. >> >> >> >> Here's an example. If you're on a macOS system with two GPUs (e.g. a >> Macbook Pro), you'd request the more powerful and power hungry GPU using: >> >> >> >> let gl = canvas.getContext("webgl", { powerPreference: >> "high-performance" }); >> >> >> >> Note that, as the specification suggests, it doesn't guarantee you'll >> get the GPU, and you'll be at the front of the line if the system needs to >> reset some WebGL contexts in order to reclaim system resources. You MUST >> have a registered event handler for the webglcontextlost and >> webglcontextrestored events if you want the user agent to respect your >> request for high-performance. >> >> >> >> WebKit and Safari Technology Preview have implemented this attribute, >> so you can try them out now. Some details on the current WebKit >> implementation: >> >> >> >> - the default value for powerPreference is equivalent to "low-power" >> (i.e. we still prioritise power use). >> >> - even if you get the discrete GPU, you WILL swap to the integrated >> GPU if your tab is moved to the background, or the page is hidden. This >> shouldn't cause any issues, but please let me know if you think it is. >> >> - similarly, if you request "low-power" you might be swapped to the >> discrete GPU if another page or system app turns it on. >> >> >> >> Other browser engines are indicating they'll be implementing this soon >> too. The behaviour on other operating systems and hardware might be >> slightly different. >> >> >> >> Dean >> >> >> >> >> >> ----------------------------------------------------------- >> >> You are currently subscribed to public_webgl...@ >> >> To unsubscribe, send an email to majordomo...@ with >> >> the following command in the body of your email: >> >> unsubscribe public_webgl >> >> ----------------------------------------------------------- >> >> >> >> >> ----------------------------------------------------------- >> You are currently subscribed to public_webgl...@ >> To unsubscribe, send an email to majordomo...@ with >> the following command in the body of your email: >> unsubscribe public_webgl >> ----------------------------------------------------------- >> >> > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jgi...@ Thu Jun 28 19:36:06 2018 From: jgi...@ (Jeff Gilbert) Date: Thu, 28 Jun 2018 19:36:06 -0700 Subject: [Public WebGL] Use powerPreference to request high or low power GPUs In-Reply-To: References: <16021C25-8A73-4304-8619-5BCDCEF935B4@apple.com> <1F4D5F96-9973-4C27-8ACB-9ABDF0075D74@apple.com> Message-ID: I don't know about precisely specifying "default" yet, but I do intend to implement the background-tab => iGPU behavior. (that sounds great!) I think there's other ideas worth investigating for "default": - shelving a context's dGPU request if it goes idle/stops drawing. - Only bringing up the dGPU once drawing begins initially. (probes wouldn't spin up the dGPU) I also like the cross-origin idea. On Thu, Jun 28, 2018 at 7:14 PM, Ken Russell wrote: > On Thu, Jun 28, 2018 at 6:44 PM Dean Jackson wrote: >> >> >> >> On 29 Jun 2018, at 11:40, Ken Russell wrote: >> >> It would be helpful to leave the user agent's defaults loosely specified, >> at least for the moment. I'd like to experiment with heuristics to try to >> decide a good default for various kinds of content up front. >> >> >> How would this work? You'd decide per site? Size of the canvas? iframe v >> main page? >> >> We considered many of these things but decided it was better to be >> consistent. > > > Not sure yet; that's why I'd like to experiment. Haven't had the time to do > so yet. cross-origin iframe vs. main page seems like one that may have a > good benefit. > > -Ken > > >> Dean >> >> >> >> >> On Thu, Jun 28, 2018 at 6:20 PM Dean Jackson wrote: >>> >>> >>> >>> >>> > On 29 Jun 2018, at 07:49, Jeff Gilbert wrote: >>> > >>> > Initial opt-in "low-power" support for MacOS has landed in Firefox 63 >>> > (Nightly). >>> >>> I assume opt-in means that your default value is "high-performance"? >>> >>> I wonder if we should make an effort to be consistent on this, although I >>> don't think Apple will want to move away from a "low-power" default. >>> However, I wouldn't mind pushing for it to be "high-performance" if the >>> device is connected to a power supply. (Downside: assuming you're already >>> being tracked, and they know you're on a dual-GPU machine, a website can now >>> detect if you're connected to power) >>> >>> Dean >>> >>> >>> > >>> > On Fri, Mar 17, 2017 at 3:04 PM, Dean Jackson wrote: >>> >> >>> >> Hello WebGL community, >>> >> >>> >> We recently added powerPreference to the WebGL 1.0 specification, >>> >> which allows content developers to give a hint as to what type of GPU they >>> >> require. >>> >> >>> >> https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2.1 >>> >> >>> >> This replaces the old preferLowPowerToHighPerformance which, even >>> >> though WebKit implemented it, never shipped in a form that actually changed >>> >> behaviour. >>> >> >>> >> Here's an example. If you're on a macOS system with two GPUs (e.g. a >>> >> Macbook Pro), you'd request the more powerful and power hungry GPU using: >>> >> >>> >> let gl = canvas.getContext("webgl", { powerPreference: >>> >> "high-performance" }); >>> >> >>> >> Note that, as the specification suggests, it doesn't guarantee you'll >>> >> get the GPU, and you'll be at the front of the line if the system needs to >>> >> reset some WebGL contexts in order to reclaim system resources. You MUST >>> >> have a registered event handler for the webglcontextlost and >>> >> webglcontextrestored events if you want the user agent to respect your >>> >> request for high-performance. >>> >> >>> >> WebKit and Safari Technology Preview have implemented this attribute, >>> >> so you can try them out now. Some details on the current WebKit >>> >> implementation: >>> >> >>> >> - the default value for powerPreference is equivalent to "low-power" >>> >> (i.e. we still prioritise power use). >>> >> - even if you get the discrete GPU, you WILL swap to the integrated >>> >> GPU if your tab is moved to the background, or the page is hidden. This >>> >> shouldn't cause any issues, but please let me know if you think it is. >>> >> - similarly, if you request "low-power" you might be swapped to the >>> >> discrete GPU if another page or system app turns it on. >>> >> >>> >> Other browser engines are indicating they'll be implementing this soon >>> >> too. The behaviour on other operating systems and hardware might be slightly >>> >> different. >>> >> >>> >> Dean >>> >> >>> >> >>> >> ----------------------------------------------------------- >>> >> You are currently subscribed to public_webgl...@ >>> >> To unsubscribe, send an email to majordomo...@ with >>> >> the following command in the body of your email: >>> >> unsubscribe public_webgl >>> >> ----------------------------------------------------------- >>> >> >>> >>> >>> ----------------------------------------------------------- >>> You are currently subscribed to public_webgl...@ >>> To unsubscribe, send an email to majordomo...@ with >>> the following command in the body of your email: >>> unsubscribe public_webgl >>> ----------------------------------------------------------- >>> >> > ----------------------------------------------------------- You are currently subscribed to public_webgl...@ To unsubscribe, send an email to majordomo...@ with the following command in the body of your email: unsubscribe public_webgl -----------------------------------------------------------