Re: Unanticipated consequences of FireFox's 2ms imprecision of performance.now (including accidental security degradation)

Agree with Todd, you can take this issue up directly at dev-platform,
https://lists.mozilla.org/listinfo/dev-platform.

Thanks,

Eli Perelman

On Mon, Feb 26, 2018 at 4:39 PM Todd Reifsteck <toddreif@microsoft.com>
wrote:

> Mark,
>
> Please take your concern up with Mozilla directly.
>
>
>
> The specification maintained by the W3C has not been updated for these
> mitigations as they are still in flux.
>
>
>
> We are tracking the discussion of how we update it at:
>
> https://github.com/w3c/hr-time/issues/56
>
>
>
> Thanks!
>
> Todd
>
>
>
> *From:* blurbusters@gmail.com <blurbusters@gmail.com> * On Behalf Of *Mark
> Rejhon
> *Sent:* Friday, February 23, 2018 7:37 PM
> *To:* public-web-perf@w3.org
> *Subject:* Unanticipated consequences of FireFox's 2ms imprecision of
> performance.now (including accidental security degradation)
>
>
>
> *Note: Invited Expert in W3C Web Platform Working Group relating to
> requestAnimationFrame on high-Hz display, with one commit.*
>
>
>
> Hello,
>
>
>
> Firstly, Spectre and Meltdown are indeed extremely serious security
> issues.
>
> Many vendors, rightfully, doing emergency fixes including temporarily
> reducing timer precision.
>
>
>
> However, I have seriously grave concerns about Mozilla/FireFox's decision
> to reduce *performance.now()* precision to 2ms in upcoming FireFox
> Version 60 -- there are unanticipated major side effects, including one
> that will reduce security.
>
>
>
> MAJOR SIDE EFFECT #1:
>
>
>
> The precision degradation is so massive (even at 60Hz) -- affecting
> fullscreen WebGL and WebVR majorly -- that I have heard from a friend that
> a site that plans to automatically detect the 2ms imprecision and
> automatically prompt the user with step-by-step instructions to fix the
> imprecision for their site.  As a global FireFox setting, this is
> problematic from a security perspective. A global setting changed.
>
>
>
> I think the safer solution is:
>
>
>
> *"In an absolute emergency: Personally if there's a duress to reduce timer
> precision, then a temporary permissions API (cameras and fullscreen have
> more security/privacy fears) to prompt the user for permission to stay at
> 5us precision.  At least during the duration of security studying, until
> being reverted to maximized precision."*
>
>
>
> MAJOR SIDE EFFECT #2:
>
>
>
> As a past game developer (most standards writers aren't game developers),
> let me tell you:
>
>
>
> Accurate gametimes are necessary for accurate calculations of 3D object
> positions, especially in full-screen WebGL games.
>
>
>
> At sub-refresh-cycles, animations should still use sub-millisecond
> accuracy to prevent jank, when calculating time-based animations (e.g.
> calculating object positions based on time) -- that's what 3D graphics
> often do compensating for fluctuating frame rates, they calculate object
> world positions based on gametime.
>
>
>
> That means 1000 inch per second moving balls (~60mph) can be wrongly
> mispositioned by 2 inches if the gametime is off by 2 millisecond.  That
> can mean goal/nogoal.  Fastballs, baseballs, hockey pucks can go much
> faster than this.  Low-precision gametimes will ruin a lot of HTML5 and
> WebGL game programming.
>
>
>
> Gametimes need sub-millisecond accuracy, especially full-screen WebGL
> games, because they calculate real-world 3D object positions based on
> gametime.
>
>
>
> That way everything looks correct regardless of framerate. Framerates
> fluctuate all over the place, so video games using 3D graphics use gametime
> to calculate the position of everything.  3D object positions are
> calculated based on gametime.  Wrong gametime means everything janks like
> crazy in full screen WebGL games.
>
>
>
> Again, this is for 60 Hz.  I'm not even talking about higher refresh
> rates.  1ms gametime errors create noticeable motion-fluidity flaws in 60Hz
> full-screen WebGL games!
>
>
>
> Things even janks crazily with 5ms and 8ms gametime errors on a 60Hz
> display.  You're in the driver's seat of a 300mph car, in a racing game --
> a 2ms gametime error becomes large even on a 60 Hz display.
>  Jank/jerkiness/stutter can get huge even at sub-refresh-cycle levels even
> on a 60 Hz display, even with sub-refresh-cycle errors.
>
>
>
> Also, don't forget that there are advantages to frame rates above refresh
> rates in reducing latency:
> https://www.blurbusters.com/faq/benefits-of-frame-rate-above-refresh-rate/
>
>
>
> My prediction is FireFox may get a tsunami wave of huge complaints from
> game designers suddenly hit by major precision reductions in ability to
> calculate gameworld positions.
>
>
>
> MAJOR SIDE EFFECT #3:
>
>
>
> Depending on how timer precision is degraded, it potentially eliminates
> educational motion tests in web browsers.  Many scientific tests such as
> www.testufo.com/ghosting and www.testufo.com/frameskipping (display
> overclocking) is heavily dependant on perfect frame rate synchronization,
> and the site is able to detect whenever Chrome misses a frame.
>
>
>
> Peer reviewed papers have already been written based on browser motion
> tests (including www.blurbusters.com/motion-tests/pursuit-camera-paper ...)
> thanks to browser's ability to achieve perfect refresh rate synchronization)
>
>
>
> Even one of my sites, TestUFO, depending on how the site is degraded in
> upcoming FireFox A/B tests (new versus old browser) -- it may be forced to
> do something similar to the popup in "MAJOR SIDE EFFECT #1" -- for specific
> kinds of peer-reviewed scientific motion testing.  Is there a way for me to
> tell users how to whitelist only one site (TestUFO.com) for high-precision
> timers, without doing it as a global setting?   (Thought exercise for W3C)
>
>
>
> The TestUFO website already automatically displays a message telling
> TestUFO users to switch web browsers instead of IE/Edge for 120Hz testing,
> due to IE/Edge continued violation of Section 7.1.4.2 of HTML 5.2.  More
> than 50% of TestUFO visitors are using a refresh rate other than 60 Hz.
>
>
>
> MAJOR SIDE EFFECT #4:
>
>
>
> It makes WebVR useless.
>
>
>
> Its premise (without creating nausea/headaches) is heavily dependant on
> accurate gametimes for accurate positions of 3D objects (see MAJOR SIDE
> EFFECT #2 above).
>
>
>
> MAJOR SIDE EFFECTS #5-100
>
>
>
> I have a much longer list, but for brevity, I am shortening this email to
> point out the graveness of FireFox's decision.
>
>
>
> CONCLUSION
>
>
>
> The approach by the FireFox team should be refined.
>
>
>
> If continued short-term emergency mitigation is absolute critical, it
> should includes a Permissions API (much like Full Screen mode and WebRTC
> camera permissions) to case-by-case ask the user for permission to use
> high-precision timers (allowing 5us or 1us precision).
>
>
>
> If absolutely necessary, this could even be limited to Organization
> Validation HTTPS sites, combined with only exclusive same-origin use, even
> triggered by a click, and only after confirming via a popup Permission API
> (like for WebRTC), that 5us/1us precision becomes granted to that
> particular site.
>
>
>
> Long-term, these restrictions should be removed once the underlying causes
> of Spectre/Meltdown becomes solved.  However, massive precision reductions,
> that forces web developers to give instructions to visitors how to
> configure their web browsers, is a less secure solution.
>
>
>
> Thanks,
>
> Mark Rejhon
> Founder, Blur Busters / TestUFO
>
> (Past Invited Expert, W3C Web Platform Working Group for HTML 5.2)
>
>
>

Received on Monday, 26 February 2018 23:00:57 UTC