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Ideal internet browser


hit2501
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Hello everyone. Im happy to belong to this community.

I wonder what features should have the ideal and perfect internet browser to play heavy and very detailed games made with Babylon.js.

What would be needed in a browser to increase speed of loading, avoid incompatibilities or if a multiplayer game is possible and other stuff.

Thank you very much.

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Hello,

 

 There is no perfect browser as Deltakosh said. Sometime Chrome is faster than IE11/Project Spartan, sometime it's the opposite. But globally now, on the tests we're doing, both browsers are really identical performance wise. Firefox seems a bit behind in our tests except on engines using asm.js (which IE/Project Spartan will soon support).

 

 We're benchmarking everything on a HD4000 GPU (integrated into Intel Core i5/i7) while building the engine and our demo scenes. We already have some pretty good result. But using nVidia or ATI modern GPU can help you pushing the limit if you're GPU limited, which is very rare using WebGL and JS. Indeed, we're often CPU limited due to the monothreading nature of JavaScript. So having a good CPU really helps to boost global performance for babylon.js.

 

 At last, I've got a double nVidia GTX980 at home and no browser are using it as no browser are supporting SLI/CrossFire configuration. But even with a single 980, you can already push very far the limit of WebGL and babylon.js :)

 

Bye,

 

David

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For chrome users (as linux users can't use IE), you should probably check these two flags in your URL navigation bar :

chrome://flags/#ignore-gpu-blacklist

This flag is to force Chrome to ignore its GPU driver internal white list : by default, chrome will enable WebGL and hardware acceleration only for an embbeded list of video drivers. When using linux, you would probably have up to date different driver version than the ones in this white list. Even for standard NVidia drivers ! So feel free to enable/disable this flag. If your driver is too unstable for chromium, the browser would just crash on WebGL usage and you can then reset the default flag value.

 

chrome://flags/#show-fps-counter

This flag is quite useful : it displays in the right upper corner the current fps value. It's different from the debug layer because this doesn't use the BJS engine, so doesn't consume any of your code resources.

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Oh, and it must be added that whatever the browser to use heavy scene as you specify, it will have recourse to all that is optimized scene (Low model LOD, sceneOptimizer, instance, textures 512 * 512 max less 500 KB and anything that can increase performance or rather not the lowered.)

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