Re: [webgl-dev-list] Digest for webgl-dev-list@googlegroups.com - 5 updates in 3 topics

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Frank Sculli

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Apr 1, 2021, 9:43:46 PM4/1/21
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Hi Ken, Lindsay -

Do you know if there has been any progress on this iPhone 12 performance issue? Has Apple acknowledged it? As more people get this phone we are receiving a significant number of complaints. 


Thanks!

Frank


On Feb 27, 2021, at 2:54 AM, webgl-d...@googlegroups.com wrote:


Lindsay Kay <lindsay.s...@gmail.com>: Feb 25 02:21PM +0100

Hi group,
 
I'm debugging a severe performance regression of the xeokit SDK (
https://xeokit.io) on the latest iPad Air devices, with no warnings or
errors.
 
xeokit uses WebGL1, and currently runs at a staggeringly slow ~1FPS on
those devices.
 
xeokit performs well on earlier iPads, Android, desktop Chrome/FF, and
there are no WebGL warnings.
 
It's a complete mystery, so I'm just blindly disabling things until
something changes.
 
So far, I've tried:
 
- Force medium precision in shaders
- Remove all image buffer allocations
- Remove all transparent rendering
- Disable default VBO binds after each frame
- Disable WebGL depth mask
- Smaller geometry batch sizes
- Disable all extensions
 
Current status:
 
- iPad 10.2" 2019 OK
- iPad 10.2" 2020 OK
- iPad Air 2019 OK
 
- iPad Air 2020 SLOW
- iPhone 12 SLOW
 
Can anyone recommend some other things to try?
 
Here are my experiments so far: https://github.com/xeokit/xeokit-perf-test
 
Once we can work out what it's actually caused by, then I can make a
minimal example to submit as an issue to the Safari/WebGL devs.
 
Thanks,
Lindsay
--
Lindsay Kay | Software Engineer
http://xeolabs.com
linds...@xeolabs.com
Lindsay Kay <lindsay.s...@gmail.com>: Feb 26 12:43PM +0100

PS. I'm using Spector to debug and it's awesome.
 
In my tests, I've reduced xeokit shaders down to the bare minimum:
 
https://gist.github.com/xeolabs/9d3c99a22014a50665ff0d4afa73b366
https://gist.github.com/xeolabs/9802fc8cc3090892d5cbd765e78bf2ee
 
And I captured a snapshot of WebGL configs (below).
 
Still getting super slow performance on iPad Air 2020 and iPhone 12 though.
 
Just wondering if there are any known gotchas on these devices, that I
should try fiddling with. We're at the "whack-a-mole" stage of chasing this
issue ;)
 
[image: Screenshot from 2021-02-26 10-43-04.png]
 
On Thu, 25 Feb 2021 at 14:21, Lindsay Kay <lindsay.s...@gmail.com>
wrote:
 
 
--
Lindsay Kay | Software Engineer
http://xeolabs.com
linds...@xeolabs.com
Ken Russell <k...@chromium.org>: Feb 26 12:50PM -0800

Hi Lindsay,
 
Could this be:
 
WebGL instanced draw calls are very slow on iPhone 12 Pro
https://bugs.webkit.org/show_bug.cgi?id=218949
 
?
 
If so, unfortunately this looks like a regression in the OpenGL ES driver
on these devices.
 
You could confirm by replacing your instanced rendering draw call with
individual draws. If it's much faster, then add that workaround, and try to
figure out how to make it apply only on those devices for now.
 
Hopefully, the Metal backend in development for the ANGLE project will
eventually eliminate this and other OpenGL and OpenGL ES-specific problems
on Apple's platforms.
 
-Ken
 
 
 
On Fri, Feb 26, 2021 at 10:51 AM Lindsay Kay <lindsay.s...@gmail.com>
wrote:
 
Lisie Aartsen <lisie....@gmail.com>: Feb 25 02:37PM -0800

Please join us for a virtual WebGL™ Meetup
<https://www.khronos.org/events/webgl-meetup-2021>! The Khronos Group will
be hosting a variety of exciting speakers showcasing their latest
technology. The meetup will conclude with a lively Q&A discussion.
Register now and add this event to your calendar!
 
When: Mar 17, 2021@ 9:00AM PDT
 
Topics:
 
- WebGL update
- Driver bugs found starting from WebGL/Angle conformance test suites
and best practices
- Overview of the structure and features of the vis.gl framework suite
and how Unfolded's open governance model works
- Zea Engine - a high-performance WebGL-based visualization engine for
CAD and professional graphics
- WebGL-related problems The Household encountered moving players to
WebGL from Flash (1 gigapixel of assets, 4 years of work)
- The latest advancements in the PlayCanvas graphics engine, including
run-time lightmap generation, shader generation & optimization, and more...
 
Speakers:
 
- Host: Damon Hernandez, IDEAbuilder
- Ken Russell, WebGL Working Group Chair, Google
- Anders Leino, Sr., System Software Engineer, NVIDIA
- William Eastcott, CEO & Co-founder, Playcanvas
- Ib Green, CTO & Co-founder, Unfolded
- Philip Taylor, Founder, Zea
- Ivan Popelyshev, Programmer, Crazy Panda
 
*Register here: *
https://khronosgroup.zoom.us/webinar/register/WN_wiKqNuhEQPOemdQEIIDMTA
 
After registering, you will receive a confirmation email containing
information about joining the webinar.
 

 
*Call for participation!*
 
The Khronos Group is also looking for presenters to contribute to the
upcoming WebGL Virtual Meetups, tentatively scheduled for May 12th and July
14th, 2021. All related content is welcome for consideration! If you would
like to participate or suggest topics, please email eve...@khronos.org
<EVE...@KHRONOS.ORG>.
 
Here is a link to the recording of our last meetup if you missed it:
https://www.youtube.com/watch?v=1R1k9H0iTrI&t=794s
Ana Marija <strmljan....@gmail.com>: Feb 26 02:26AM -0800

Hi everyone!
 
At Styliff we’re looking for a new team member to collaborate on creating
an innovative internet experience powered by WebGL. Your goal will be to
create a performant, responsive, and intuitive UI based inside the WebGL
canvas using Three.js and React.
 
This position is fully remote (but you can also work from our Ljubljana
office).
 
Salary range is 3000€ - 5500€, depending on previous experience.
Join our team by sending an application to jo...@styliff.com Don’t forget to
include your CV and portfolio.
 
Feel free to reply to this post for any additional info.
 
Have a great day!
 
Ana
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Ken Russell

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Apr 5, 2021, 6:38:58 PM4/5/21
to WebGL Dev List
Hi Frank,

On Thu, Apr 1, 2021 at 6:43 PM Frank Sculli <scu...@gmail.com> wrote:
Hi Ken, Lindsay -

Do you know if there has been any progress on this iPhone 12 performance issue? Has Apple acknowledged it? As more people get this phone we are receiving a significant number of complaints. 


I haven't been in touch with Apple about this bug specifically.

It would be ideal if you could create as small a test case as possible showing the performance problem and attach it to https://bugs.webkit.org/show_bug.cgi?id=218949 .

Note, Apple is making forward progress on ANGLE's Metal backend, which will sidestep the OpenGL driver and hopefully this performance problem, too. We're aiming to restart collaboration on this this week to get it over the finish line.

-Ken

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