- From: Justin Novosad <junov@google.com>
- Date: Fri, 8 Aug 2014 13:41:16 -0400
- To: Ashley Gullen <ashley@scirra.com>
- Cc: WHAT Working Group <whatwg@whatwg.org>, Rik Cabanier <cabanier@gmail.com>, Robert O'Callahan <robert@ocallahan.org>
On Fri, Aug 8, 2014 at 10:25 AM, Ashley Gullen <ashley@scirra.com> wrote: > As Justin stated, 20% of current Chrome users currently fall back to >> canvas 2d. >> > > 1. What fraction of those 20% actually still get a GPU accelerated canvas > vs. software rendered? Batching will be of very little use to the software > rendered audience, making it an even smaller target market. > ~25% of Chrome users that do not have gpu-accelerated WebGL do have gpu accelerated 2d canvas. Nonetheless, the software implementation of 2D canvas is way faster than software-emulated WebGL, so it makes sens to fallback to 2D canvas anytime accelerated WebGL is unavailable. > No software is ever bug-free, but this is irrelevant. To not be > blacklisted, drivers don't need to be perfect, they just need to meet a > reasonable threshold of security and reliability. If a driver is insecure > or crashes constantly it is blacklisted. Drivers are being improved so they > are no longer this poor, and it is not unrealistic to imagine 99%+ of > drivers meeting this threshold in the near future, even if none of them are > completely bug-free. > The problem is the long tail of old devices. There is an astonishingly large number of machines in the world running outdated OSes that no longer receive updates, or graphics driver updates. Also, AFAIK, display drivers tend to not have auto-updates the way OSes and browsers do. So even if there is an updated driver out there, most users are unlikely to install it until they try to use some software that requires it explicitly. > > Many games consist of large numbers of rotated sprites. > The proposal includes the possibility of specifying a per draw transformation matrix. And as Katelyn suggested, we could add a variant that takes an alpha value. I will post an update to this thread as soon as I have more compelling performance data. My goal is to demonstrate that a 2d canvas (with batched drawImage calls) can yield performance characteristics that are significantly superior to WebGL's for typical 2D sprite-based game use cases, particularly on mobile platforms. This will be possible by leveraging the browser's compositing framework in ways that are not possible with WebGL. Stay tuned. -Justin
Received on Friday, 8 August 2014 17:41:43 UTC