News for hackers. Stuff that matters.
Re:The web at maximum FPS: How WebRender gets rid of jank by deafcalculus on Tuesday October 10, 2017 @03:34PM (#15444696)
Games eat a lot of power by rendering this way. So, definitely a concern, and I'd want to see benchmarks before switching from Safari on my macbook.

That said, GPUs are pretty clever about this. A big chunk of power consumption comes from IO. i.e., moving data from the GPU to the off-chip DRAM. Mobile GPUs optimize for static scenes where nothing is changing by keeping hashes of small blocks (say 32x32 pixels) of the frambuffer in on-chip memory. If the hash of a block hasn't changed, they don't bother re-writing that block into the framebuffer. But the GPU is still ends up running the shaders every frame.

Re:The web at maximum FPS: How WebRender gets rid of jank by shaded-enmity on Tuesday October 10, 2017 @05:48PM (#15445600)
I think you mean tile based rendering [1] - another huge plus of that architecture is the reduction of overdraw, where only the "most recent" write to certain block is effective.

[1]: https://en.wikipedia.org/wiki/Tiled_rendering

Re:The web at maximum FPS: How WebRender gets rid of jank by throwaway613834 on Tuesday October 10, 2017 @03:48PM (#15444803)
By mobile GPU do you mean like Intel? Or even NVIDIA?
Re:The web at maximum FPS: How WebRender gets rid of jank by deafcalculus on Tuesday October 10, 2017 @03:53PM (#15444835)
Mali. Not sure about the others.
Re:The web at maximum FPS: How WebRender gets rid of jank by namibj on Tuesday October 10, 2017 @03:54PM (#15444837)
I think he means Mali and such.