Show HN: WebGL Sprites Benchmark
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Show HN: WebGL Sprites Benchmark
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Re: Show HN: WebGL Sprites Benchmark
#2Re: Show HN: WebGL Sprites Benchmark
#3- Chrome 44: 60 FPS constant
- Firefox 39: 49 FPS
- Firefox 40: 59-60 FPS
- IE 11: 10-12 FPS, very poor.
The FPS counter doesn't appear on my smartphone (falcon, CM12.1 Browser), but i would estimate the performance is at about 10-15FPS at the default number of sprites, let alone the full 300 000.
Re: Show HN: WebGL Sprites Benchmark
#4 - Chrome 44: between 10 and 20 fps.
- Firefox 40: *very long load time* constant 14 fpsRe: Show HN: WebGL Sprites Benchmark
#5Re: Show HN: WebGL Sprites Benchmark
#6Re: Show HN: WebGL Sprites Benchmark
#7Wow, 100,000 sprites running at a constant 60 FPS in Chrome on a Mid-2014 MBP. Very cool.
Re: Show HN: WebGL Sprites Benchmark
#8Re: Show HN: WebGL Sprites Benchmark
#9300 000 sprites, i5 2500, R9 270, Windows 8 - Chrome 44: 60 FPS constant - Firefox 39: 49 FPS - Firefox 40: 59-60 FPS - IE 11: 10-12 FPS, very poor. The FPS counter doesn't appear on my smartphone (falcon, CM12.1 Browser), but i would estimate the performance is at about 10-15FPS at the default number of sprites, let alone the full 300 000.
- Chrome 44: 100 FPS
- Firefox 40: 60 FPS
- IE 11: 10 FPS
I don't think that FF is limiting itself to 60 FPS as I have a 144Hz monitor and other WebGL demos can render at frame rates well in excess of 60 FPS in firefox.
Re: Show HN: WebGL Sprites Benchmark
#10The hash worked here! http://haxor.xyz/demos/bunny-mark/#500000
For mobile, only touching and adding bunnies (with possible bugs for iOS)
Some extra info. I'm updating the [x,y] on JS and the rest is 1 drawcall in the WebGL side.