![]() Currently if canvas fallback is provided during HA off, webGL is still preferred, even if it leads to performance drop.Ī workaround is to detect if SwiftShader exist and choose canvas rendering if it does. The issue seems to be difference between the way isWebGLSupported() behaves in older and latest versions of Chrome, possibly because of Chrome/SwiftShader changes recently. There were no issues(CPU usage, FPS drop) with HA on, in any of the tests. ![]() ![]() This behavior(mainly increased CPU usage) can be observed in, with HA off on Chrome, other examples seem to work fine. 81 (Official Build) (64-bit) HA off, my projects, isWebGLSupported() identified that webGL was supported and it choses webGL rendering, resulting in huge FPS drop, and increase of CPU usage by chrome up to 90% on lower end devices. In it seems there is no canvas fallback and webGL is used, resulting in abnormal CPU usage. ![]() 0 (Developer Build) (64-bit) HA off, my projects, isWebGLSupported() identified that webGL was not supported and it chose canvas rendering fallback, resulting in normal FPS where canvas fallback is possible. Current BehaviorįPS drops to around 5-10 on different machines, CPU usage increases up to 90%. There should not be such a performance drop. ![]()
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