Bolko Posted April 22, 2015 Share Posted April 22, 2015 Hi, my pixi project is much slower on IE. On chrome and FF everything runs supersmooth, IE lags.Is that a common problem or do I have to consider specific things to make it run smoothly on IE? Thanks Quote Link to comment Share on other sites More sharing options...
enpu Posted April 22, 2015 Share Posted April 22, 2015 What IE version are you using? Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 22, 2015 Author Share Posted April 22, 2015 What IE version are you using?11 Quote Link to comment Share on other sites More sharing options...
SolarJS Posted April 22, 2015 Share Posted April 22, 2015 If you use IE 11 on mobile, then you should definately profile your game. On mobile it's extremely performant. Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 22, 2015 Author Share Posted April 22, 2015 I´m testing on Win7, not mobile (yet). Quote Link to comment Share on other sites More sharing options...
lukasyno Posted April 22, 2015 Share Posted April 22, 2015 Update your video drivers, because IE use drivers from system, (chrome has embedded drivers) Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 22, 2015 Author Share Posted April 22, 2015 Update your video drivers, because IE use drivers from system, (chrome has embedded drivers)Seriously? So you guys don´t see a worse performance on IE 11 compared to Chrome and FF? Quote Link to comment Share on other sites More sharing options...
xdiepx Posted April 22, 2015 Share Posted April 22, 2015 Seriously? So you guys don´t see a worse performance on IE 11 compared to Chrome and FF?What kind of game are you making? and what version of pixi are using? Could you provide some code? Bolko 1 Quote Link to comment Share on other sites More sharing options...
SolarJS Posted April 22, 2015 Share Posted April 22, 2015 OK, but in desktop you shouldn't see any performance problems anyway. Only if you have lots (and I mean really LOTS!) of objects to handle. I think you could do best with profiling your game. Chrome has some nice to do this job. Quote Link to comment Share on other sites More sharing options...
lukasyno Posted April 22, 2015 Share Posted April 22, 2015 Seriously? So you guys don´t see a worse performance on IE 11 compared to Chrome and FF?In my company i test one game on standard PC width win7, and on chrome I see 60FPS but on IE about 15FPS, when I update video drivers performance on IE increase to 60FPS too... AND when I did stress-test I see performance on IE, on updated drivers is much better than chrome because chrome use embedded drivers... Bolko 1 Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 22, 2015 Author Share Posted April 22, 2015 OK thanks guys, I´ll try updating my drivers. OK, but in desktop you shouldn't see any performance problems anyway. Only if you have lots (and I mean really LOTS!) of objects to handle. I think you could do best with profiling your game. Chrome has some nice to do this job. It´s not really a lot of objects, but the whole project scales to fit the browser window. So in a small window it´s fine in IE as well, but in full HD it lags pretty much, although there´s not really much happening. Just a big background image and some masked graphics which are being animated. Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 24, 2015 Author Share Posted April 24, 2015 Hey guys, I installed a new driver but it didnt help.But i realized the bad performance is because IE switches to software render mode: WEBGL11258: Temporarily switching to software rendering to display webGL contentPixi.js v2.2.9 - http://www.pixijs.com/WEBGL11135: getContext: Context attribute premultipliedAlpha:false is not currently supported I found others also have that problem: http://www.html5gamedevs.com/topic/2563-internet-explorer-11-webgl-bug/ Here it says this is fixed, but in v3 of pixi. Will this not be fixed in 2.2.9?https://github.com/GoodBoyDigital/pixi.js/issues/1201 Quote Link to comment Share on other sites More sharing options...
xerver Posted April 25, 2015 Share Posted April 25, 2015 You should upgrade to v3, it is really easy. We will only be doing the minimum amount of maintenance in v2.x, I strongly encourage you to upgrade to v3. Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 27, 2015 Author Share Posted April 27, 2015 hmm, ok, I´ll think about it ... or with this problem I´m almost forced to switch to V3.Actually I decided to use 2.x because I thought it´s probably saver and more stable than v3 ... ironic, isn´t it Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 28, 2015 Author Share Posted April 28, 2015 Hey Chad, I switched to v3 which wasnt too painful, but unfortunately the error in IE11 still comes up WEBGL11258: Temporarily switching to software rendering to display webGL contentPixi.js 3.0.2 - WebGL - http://www.pixijs.com/WEBGL11135: getContext: Context attribute premultipliedAlpha:false is not currently supported Quote Link to comment Share on other sites More sharing options...
xerver Posted April 28, 2015 Share Posted April 28, 2015 We can't fix that error, that just literally means that the params you passed to create the webgl context are not supported (at least when it is in software render mode). Did you try passing true for transparent when creating the renderer? Have you tried the Canvas renderer? Upgrading PIXI isn't going to change the options the browser supports Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 28, 2015 Author Share Posted April 28, 2015 Ok, but why does IE switch to software render mode?I use autodetectRenderer btw. Quote Link to comment Share on other sites More sharing options...
xerver Posted April 29, 2015 Share Posted April 29, 2015 > Ok, but why does IE switch to software render mode Likely because your gpu doesn't support webgl, IE doesn't support the necessary drivers for your gpu, IE determined for your machine that software rendering will work better, any of many different reasons. None of which have anything to do with pixi AFAIK. Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 29, 2015 Author Share Posted April 29, 2015 ok thx, so does software rendering mean it is canvas? Quote Link to comment Share on other sites More sharing options...
SolarJS Posted April 29, 2015 Share Posted April 29, 2015 ok thx, so does software rendering mean it is canvas?Yes Quote Link to comment Share on other sites More sharing options...
xerver Posted April 29, 2015 Share Posted April 29, 2015 ok thx, so does software rendering mean it is canvas? It means instead of using the GPU to run the shaders and things, it will use the CPU to run that stuff in an emulation environment. Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 29, 2015 Author Share Posted April 29, 2015 YesIt means instead of using the GPU to run the shaders and things, it will use the CPU to run that stuff in an emulation environment.Ok guys, so whom to believe? Well, would I gain performance when switching to canvas on IE11 then? Quote Link to comment Share on other sites More sharing options...
xerver Posted April 29, 2015 Share Posted April 29, 2015 Bolko, perhaps. It just depends on your app. It is always better to try it out and benchmark than to ask We need to implement "failIfMajorPerformanceCaveat" support in pixi (more info: http://blog.tojicode.com/2013/12/failifmajorperformancecaveat-with-great.html). Quote Link to comment Share on other sites More sharing options...
SolarJS Posted April 29, 2015 Share Posted April 29, 2015 If webGL isn't available blitting has to be done via canvas. The only other thing would be DOM Quote Link to comment Share on other sites More sharing options...
Bolko Posted April 29, 2015 Author Share Posted April 29, 2015 You´re right, xerver, now I tested it with PIXI.CanvasRenderer and the thing has 60fps in fullHD, while having a max of 25 fps in WebGL mode. Is there a way to detect if WebGL is supported so I could automatically switch to canvas? I could monitor the fps and suggest the user to click a link pointing to a canvas version or what is the best practice here in your opinion? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.