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Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by skar on Monday September 20, 2010 @02:14PM (#1709896)
I'm getting 60 fps approximately for the spinning cube with chrome 6 on Ubuntu Lucid and my laptop has a core i3 with built in arrandale based GPU, not an nvidia or ati one.

Not long ago, on an older laptop, I was getting the same fps for native Linux apps. Seems browsers are acquiring native capabilities, but at a faster rate :)

Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by ashleyw on Monday September 20, 2010 @02:42PM (#1710004)
It seems to be capped at 60FPS. But it's the simplest demo, my results for the others are nowhere near 60FPS, most aren't even usable unfortunately.
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by nkassis on Monday September 20, 2010 @04:11PM (#1710341)
I get 1FPS on the terrain generation one. Still cool :)
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by mrdoob2 on Monday September 20, 2010 @04:19PM (#1710358)
I suspect you're using MacOS? Chrome/Safari on MacOS perform horribly slow on some of these demos. CoreGraphics seem to be the culprit.
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by nkassis on Monday September 20, 2010 @07:55PM (#1710938)
For some reason I'm getting horrible crashes on my app (has worked great for months. Still works great on Linux and Windows) since chrome switched to gpu rendering for everything. I haven't found the issue yet but it's really odd.
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by bd on Monday September 20, 2010 @08:53PM (#1711056)
Did you already try to update GPU driver?

I had really bad crashes (high pitch noise, bright white flash, driver killed) on Firefox 4 and Chrome 7 when they started to use HW acceleration and problems went away after the update.

Though this was on Windows 7, no idea about OSX.

Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by nkassis on Tuesday September 21, 2010 @09:57AM (#1712578)
No luck on that, I checked and there was in fact a graphics update but that didn't affect the behavior. My next step is to try to figure out what is causing it to make a bug report.
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by ido on Tuesday September 21, 2010 @05:59AM (#1712028)
None of them seem usable on firefox.
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by Seth_Kriticos on Tuesday September 21, 2010 @07:09AM (#1712136)
Oh, most of them are, but the ones with textures seem to be awfully slow (the earth one for instance). Works nice in chromium though.

I guess that has to do with hardware acceleration. FF3.x does not have that yet, so it's falling back to software rendering SVG's, and software rendering is.. you know, awfully slow.

Try the FF4 beta if you want to see how things shape up, I think that has HW acceleration built in, though I'm not sure how far they are with WebGL.

Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by chegra on Tuesday September 21, 2010 @07:04AM (#1712127)
I think they could improve the speed if they used webworker
Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by izendejas on Monday September 20, 2010 @06:53PM (#1710779)
fwiw, i managed 61 fps on a karmic machine w/ i7.

and out of curiosity i tried a froyo powered device (droid 2.2) and got up to 26 fps.

Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by jat850 on Monday September 20, 2010 @02:55PM (#1710053)
I really only glanced at the code so I could be wrong here. But it appeared to me as though the main loop was written with something like, 1000 / 60, which was probably intended to cap at 60fps.

If you took that code and modified the loop to run more frequently, do you get even better performance?

Re:Three.js: JavaScript 3D engine for canvas, svg, and WebGL by s3graham on Monday September 20, 2010 @02:25PM (#1709931)
The 'Example's section aren't using your GPU, they're all using CanvasRenderer it seems.