André Michelle

WebGL pitfalls and how to fix them

  • about 1 year ago
  • 20
  • 1
first aid

WebGL pitfalls and how to fix them

With the latest update , we introduced (link is only visible to registered users) to render the devices and the cables. Even though (link is only visible to registered users) is supposed to be way faster for this task than the CPU, many users report a performance slowdown. Unfortunately this did not pop up in our internal beta.

Hardware Acceleration not Activated in Chrome (Poor Performance)

As described here:

  • (link is only visible to registered users)

Solution:

  • Please follow this (link is only visible to registered users) to activate hardware acceleration in Chrome. Thanks aeiter
  • Update your graphics-card drivers (link is only visible to registered users)

Panic (Nothing helps)

If nothing helps, please post your system configuration (os, browser, gpu model). In addition copy and paste chrome://gpu/ into the address bar in Chrome and copy and paste the result of only the first paragraph: Graphics Feature Status.

Ideally it should looks like this:

Graphics Feature Status

  • Canvas: Hardware accelerated
  • Flash: Hardware accelerated
  • Flash Stage3D: Hardware accelerated
  • Flash Stage3D Baseline profile: Hardware accelerated
  • Compositing: Hardware accelerated
  • Multiple Raster Threads: Enabled
  • Native GpuMemoryBuffers: Hardware accelerated
  • Out-of-process Rasterization: Disabled
  • Hardware Protected Video Decode: Unavailable
  • Rasterization: Hardware accelerated
  • Skia Renderer: Disabled
  • Surface Control: Disabled
  • Surface Synchronization: Enabled
  • Video Decode: Hardware accelerated
  • Viz Service Display Compositor: Enabled
  • WebGL: Hardware accelerated
  • WebGL2: Hardware accelerated

Please do not forget to shortly describe your problem.

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