Re: [Frame Timing] Interaction with WebGL

It should "just work" --- you will get main frame records for every frame
that gets sent from js to the various browser's rendering subsystems. So by
combining the frame timing API with a performance observer, you should be
able to compute the frame rate not only of a page containing webgl, but
also say a video tag as well. +mpb and +vmpstr in case I'm off base.

On Tue, Feb 10, 2015 at 11:31 AM, Evan Nowak <enowak@onshape.com> wrote:

> Greetings,
>
> I work with WebGL on a regular basis and I’ve had difficulty finding a
> robust way to measure interactive framerates.  Timing intervals between
> requestAnimationFrame callbacks provides decent results when in an
> animation loop.  However, my application’s frames are event-driven, so
> there isn’t a persistent rendering loop with which to measure framerate.  I
> was excited when I encountered the frame timing api, because it looks like
> it might be useful in the context of my problem.
>
> After spending some time perusing the draft spec and the “explainer
> <https://github.com/w3c/frame-timing/wiki/Explainer>”, I haven’t seen any
> explicit mention of using the API for timing WebGL frames.  However, it
> seems like this could be done, assuming the WebGL work done for one frame
> can be correlated to a composite event.
>
> Since I haven’t seen any explicit mention of WebGL, I wanted to email this
> group for two reasons:
>   1) To express interest in the API as a WebGL developer, so that you know
> the interest is out there.
>   2) To ask:  will the API, as it stands now, support timing of frames
> with WebGL content?
>
> Thanks,
> Evan
>

Received on Wednesday, 11 February 2015 18:04:07 UTC