4 ms·
> Maybe I'm confused about the documentation here, but it seemed like this was rendering to a back buffer, not directly to the front buffer In most implementat
by ndesaulniers 11y ago
> Maybe I'm confused about the documentation here, but it seemed like this was rendering to a back buffer, not directly to the front buffer
In most implementations, WebGL is triple buffered on Windows (since Firefox and Chrome go through ANGLE), or are double buffered. No one ever renders directly to the front buffer.
I highly recommend reading chapters 1 and 2 of WebGL Insights edited by P. Cozzi. (shameless plug, I wrote chapter 5).
- moron4hire 11y agoI'm too tired to look it up right now (I'm in DC, check the news), but I believe the WebVR implementations are trying to remove triple-buffering, because entire frames of latency are bad news. I don't want to put words in Brandon Jones' mouth, but I seem to remember him talking about having it implemented in Chrome, which came part-and-parcel with unhinging requestAnimationFrame from the "default" refresh rate of 60hz and using the actual, target display's refresh rate. Mozilla apparently has some hurdles to get over before it's able to do this, so Firefox is lagging in a pure performance standpoint (though it is slightly more stable).