Re:Babylon.js 3.0
by chuckdries on Thursday July 13, 2017 @05:41AM
(#14759955)
I'm getting buttery smooth 60fps on chrome, safari, and firefox. I'm on MacOS 10.12.6 and the most up-to-date mainstream release of each browser
Which version of MacOS are you on?
I'll add my experience with the "PBR Glossy" demo:
Windows 8.1
Chrome: 144fps
Firefox: 144fps
IE11: 72fps
Not sure why IE11 is getting exactly half the framerate of the other two, which are maxing at my monitor's refresh rate. At least none of them hanged or crashed.
Re:Babylon.js 3.0
by moron4hire on Thursday July 13, 2017 @12:19AM
(#14758663)
requestAnimationFrame is designed to animate on whole frame boundaries for the monitor on which it is running, to avoid screen tearing. So if IE can't do 144hz, the next option is 72hz. You'll similar see 60hz displays running at 60, 30, or 15 FPS.
The next one after 30 is 20 (one frame every 3 syncs).
Re:Babylon.js 3.0
by moron4hire on Friday July 14, 2017 @11:29AM
(#14770550)
If we want to be picky about it, the next one after 30 is "shut the app down, tear it apart, and rewrite from scratch. Anything less than 30 is completely unacceptable."
It depends on the application. In one of my jobs for an educative platform I automatically maintained it over 15 but under or at 30 (if it was over 30, it improved quality).
I'm using a 6yo macbook pro and have a different experience. My daily-driver, Chrome, doesn't support WebGL. Safari generally does.
I guess SwiftShader fallbacks are Windows only huh.
Re:Babylon.js 3.0
by abritinthebay on Thursday July 13, 2017 @07:12AM
(#14760314)
For the PBR Glossy demo:
Safari - 60fps, no fans.
Chrome - 59fps, no fans but notably hotter and more CPU usage.
Seems like Apple has their act together and the errors are somehow on your end?
I had experimental WebGL 2 support turned on. Turning it off, fixed the problem.
Interesting, I get ~28fps on Safari w/o measurable increase in CPU utilization
On a brand new MBP, though. Maybe that has an effect.
Safari on a new 13" MBP gets ~50 fps here on the Sponza demo and maxes out at 60 fps on the PBR demo, without any trouble, and with plenty of other stuff running on my laptop simultaneously.
Both seem to hang at load if I turn on Safari’s experimental support for WebGL 2.0 though, so that might be what was happening to kevinb7.
Got it running in Safari with no problems. Impressive considering I tried it on a mid 2011 MBA.
Mac OS here and I'm getting 60fps in FF, Chrome and Safari
Re:Babylon.js 3.0
by micael_dias on Thursday July 13, 2017 @05:26AM
(#14759895)
60fps on Chrome for Android
- Chrome ~60fps
- Firefox ~25fps + fans spinning up
- Safari (hangs on loading screen)
Many of the WebGL demos I try in Safari just don't work, but the demo doesn't provide any kind of error message other than in the console. I have two wishes:
- Apple would get their act together with WebGL support
- demos would handle WebGL errors more gracefully