> I'm from Scirra, developers of a HTML5 game creator for Windows,
atwww.scirra.com. We have lots of users with lots of games made in our
Unfortunately I think the short answer is "probably yes, if you choose
WebGL and it happens to be software WebGL it might run slower than if
you had opted to use canvas".
We've had many discussions with developers about this problem but
unfortunately we haven't come up with a good solution yet. While it
might seem as simple as being able to query "software" vs "hardware"
there are plenty of slow GPUs and plenty of fast CPUs such that adding
a query to tell if WebGL is hardware or software is not really the
correct answer. Ideally you'd like to know "is WebGL fast for my
application or slow for my application" and the reality is that that
will be a different answer for every application.
While we are looking into other solutions like a fast/slow query,
right now my best recommendation is to add some short benchmark to
your games for new users. This is what MapsGL does. If you haven't
visited Google Maps in a while or seen MapsGL it uses WebGL. If you go
to
maps.google.com you'll see in the bottom left area a button to try
MapsGL. Clicking that button does a quick benchmark to see if your
machine is fast enough. If it determines your machine is not fast
enough you're still given the option to try it if you'd like.
Maybe others have a better ideas but for now I suspect a similar
solution is all I can recommend.
Gregg Tavares
> Thanks,
>
> Ashley Gullen
> Scirra.com