Many of the WebGL demos I try in Safari just don't work, but the demo doesn't provide any kind of error message other than in the console. I have two wishes:
- Apple would get their act together with WebGL support
I'll add my experience with the "PBR Glossy" demo:
Windows 8.1
Chrome: 144fps
Firefox: 144fps
IE11: 72fps
Not sure why IE11 is getting exactly half the framerate of the other two, which are maxing at my monitor's refresh rate. At least none of them hanged or crashed.
requestAnimationFrame is designed to animate on whole frame boundaries for the monitor on which it is running, to avoid screen tearing. So if IE can't do 144hz, the next option is 72hz. You'll similar see 60hz displays running at 60, 30, or 15 FPS.
If we want to be picky about it, the next one after 30 is "shut the app down, tear it apart, and rewrite from scratch. Anything less than 30 is completely unacceptable."
It depends on the application. In one of my jobs for an educative platform I automatically maintained it over 15 but under or at 30 (if it was over 30, it improved quality).
Safari on a new 13" MBP gets ~50 fps here on the Sponza demo and maxes out at 60 fps on the PBR demo, without any trouble, and with plenty of other stuff running on my laptop simultaneously.
Both seem to hang at load if I turn on Safari’s experimental support for WebGL 2.0 though, so that might be what was happening to kevinb7.
- Chrome ~60fps
- Firefox ~25fps + fans spinning up
- Safari (hangs on loading screen)
Many of the WebGL demos I try in Safari just don't work, but the demo doesn't provide any kind of error message other than in the console. I have two wishes:
- Apple would get their act together with WebGL support
- demos would handle WebGL errors more gracefully