Second test, 1 minute and 35 seconds. At the moment, Chrome 58. That's not really an error from the browser, but a nice check from the developer to let me know why it didn't load. It would be nice to know if this is just a little problem of my own, or a wider problem. My project uses OrbitControls, with autorotate enabled. Hi there, How big is the build? If you can, please provide links to the demos, information about your system configuration hardware, drivers, etc , and specific benchmark numbers. We'll need actually good profiler results to know.
Also, be sure to include webgl-perf in the whiteboard field. I'm now using Chrome 11. Could you run this in a profiler? For the numbers are 27 fps for Firefox and 275 fps for Chrome 10x difference. We implemented also the following points:. Because on Firefox it works fabulous.
I guess I'll just wait to see if it works on the next chrome linux release. I then checked a couple of the demos from the three. This will be available at some point after Unity 5. It will help if we shift to webgl 2. The special page you are interested in is: Please do not post that entire page to this thread. Your best chance is to update the driver regularly and hope for a soon fix. I posted the message I get some get.
Maintaining consistency has always been something that Mozilla has struggled with for some reason. Is there a way in current version of Unity to show a loading status bar? Do you need something from us in order to find the issue? If I go to that same page in Chrome, I get this: Hmm. Since the different benchmarks have very different result scales, they each carry different weights in the overall score. A scene with only one object runs smoothly 20-30 fps , a scene with a couple dozen objects runs at 10 fps, a scene with a hundred objects runs at 5 fps. Here's the symbol-poor output of the flat perf for Aquarium: firefox-bin 4. Could we expect improving performance soon or in some estimated time frame? To unsubscribe from this group, send email to.
You can mark this solved. My dev machine I ran these tests on is a Mac, so numbers would not compare to the other results anyways — and if i ran on a windows machine, i would not be able to compare Safari which has better support at the moment , so it is kind of difficult to come up with numbers directly comparing all four browsers. We are busy developing a new game for both mobile and desktop webgl. If you want to test it, please play it here. If you run all of the benchmarks, it will also show an Overall Score value. There is no loading status bar so the player doesn't knows when the game is ready. This will allow us to isolate, investigate, and prioritize the issues separately, and will give us a better idea of the breadth of the issue as a whole.
There's no tracking bug yet, and it probably won't make it into 4. So we need to find out: Will it be fast enough to play games? My graphics card is an Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller rev 07. Drag the zip file into a forum post edit form. If we're slower than Chrome with 50 fish, that's a graphics bug. If possible, please ensure that you are running the latest drivers for your video card I've scoured the web trying to find out why this would not work in Chrome but I've not had any luck.
So keep layers acceleration disabled, and if you have time, please profile it. Here's how you can do that if you have a recent kernel linux 2. Unfortunately outside of waiting, not much you can do other than try to reduce the load on the cpu. Can you let me know how big they are? Each benchmark will count how many iterations of a given task Unity can perform in a fixed amount of time. Anyone know what I need to be doing on this? Even on Windows graphics drivers can sometimes be of significantly poor quality. You may also try disabling browser extensions or plugins like flash, if you still have any. Install the 'perf' profiler package from your distro or get perf from then follow these steps: 1.
Some links in the article may not be viewable as you are using an AdBlocker. I'll try chrome on Win7 on the same computer later too, to see if I get any errors your colleague didn't find. I discovered I had a problem when I checked one of my uploaded three. The window size only matters when compositing to screen, since you can then optimize away everything outside the window. I do most of my casual gaming on a three year old gaming laptop that is prone to high temperatures. I'd be curious to see both the code and asset sizes. We have the following questions: 1.
Running SketchUp Free is slow on movement, panning and zooming and completely unbearably slow on any movement. The Unity loader showed up and I got maybe 20% progress on the red bar, but then it stopped due to screen lock? So the player knows it is working, just taking a while to complete the download. Chris, how do you want to handle this? When compositing to a canvas as is the case here, right? Firefox, just to see if it makes a difference? Still, the slowness that you're experiencing here is so extreme that I guess that profiling a debug build will still make the culprit show up. Compared to that, 2D physics is very close to parity when comparing Firefox to Native Box2D is not multi-threaded. And it's not unfixable because Chrome doesn't have the slowness. Every other browser should be relatively fast.