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Re:The web at maximum FPS: How WebRender gets rid of jank by metajack on Tuesday October 10, 2017 @02:38PM (#15444227)
For WebRender, we targeted the integrated GPUs. You still need some logic to ensure you don't accidentally kick the discrete one into gear, but the integrated ones definitely have enough performance for almost anything WR will throw at it.
Re:The web at maximum FPS: How WebRender gets rid of jank by dman on Tuesday October 10, 2017 @08:34PM (#15446410)
Could you elaborate the edge cases which fall beyond "almost anything WR will throw at it" ie what are the use cases where you would end up waking the discrete GPU?
Re:The web at maximum FPS: How WebRender gets rid of jank by lightedman on Wednesday October 11, 2017 @02:48AM (#15447736)
I would personally imagine anything more complex than Quake Live would probably trigger the discrete GPU.
Re:The web at maximum FPS: How WebRender gets rid of jank by esaym on Tuesday October 10, 2017 @06:36PM (#15445899)
Is there any requirements for a minimum version of opengl for WebRender that you know of?
Re:The web at maximum FPS: How WebRender gets rid of jank by pohl on Tuesday October 10, 2017 @02:57PM (#15444384)
That's encouraging news. Thank you!