ANGLE is used on Windows to translate OpenGL ES 2.0 to Directx9 so more graphics cards/drivers can use WebGL. Also, you don't have to move anything to disable it. Just switch the about:config preference webgl.prefer-native-gl to true.
Your graphics card and driver seem to be good enough to run with or without ANGLE so it really is your choice. I would just choose the one that was faster in WebGL tests.
Mark342 wrote:ANGLE is used on Windows to translate OpenGL ES 2.0 to Directx9 so more graphics cards/drivers can use WebGL. Also, you don't have to move anything to disable it. Just switch the about:config preference webgl.prefer-native-gl to true.
Your graphics card and driver seem to be good enough to run with or without ANGLE so it really is your choice. I would just choose the one that was faster in WebGL tests.
Then what doesn the "webgl.prefer_gl" preference do?
avada wrote:Then what does the "webgl.prefer_gl" preference do?
Enabled makes the browser use OpenGL to render WebGL, disabled makes it use ANGLE+DirectX which is the default. On windows the graphics manufacturers have to implement OpenGL in their drivers so performance depends on how much effort the manufacturer puts into support OpenGL. ATI and Nvidia both have good OpenGL performance so if you're using their latest driver then you should get better performance by enabling this option. If your card has poor or no OpenGL support then ANGLE should allow you to still view WebGL and possibly perform better. Basically try it both ways and see which works better for your hardware.
iceccold wrote:Can someone explain me why is Chrome performing better on Google WebGL demos? Specially on Aquarium demo.
With ANGLE disabled in FF I get similar performance in both browsers, but Chrome seems to have a bug on the Aquarium demo in that it refreshes the FPS counter when you click on "Options..." Chrome also lags updating the state of all the option 'links' although they affect the WebGL scenes immediately. ie. when I click an option it stays red or gray for several seconds usually but not always.
phuzi0n wrote:Enabled makes the browser use OpenGL to render WebGL, disabled makes it use ANGLE+DirectX which is the default. On windows the graphics manufacturers have to implement OpenGL in their drivers so performance depends on how much effort the manufacturer puts into support OpenGL. ATI and Nvidia both have good OpenGL performance so if you're using their latest driver then you should get better performance by enabling this option. If your card has poor or no OpenGL support then ANGLE should allow you to still view WebGL and possibly perform better. Basically try it both ways and see which works better for your hardware.
I had this enabled and about:support still showed ANGLE. After I changed the "webgl.prefer-native-gl" to true it started using the drivers ogl.
avada wrote:I had this enabled and about:support still showed ANGLE. After I changed the "webgl.prefer-native-gl" to true it started using the drivers ogl.
I thought you meant webgl.prefer-native-gl because there is no such webgl.prefer_gl preference. It might be an old name, they've added and removed many graphics related preferences throughout the beta phase.
avada wrote:I had this enabled and about:support still showed ANGLE. After I changed the "webgl.prefer-native-gl" to true it started using the drivers ogl.
I thought you meant webgl.prefer-native-gl because there is no such webgl.prefer_gl preference. It might be an old name, they've added and removed many graphics related preferences throughout the beta phase.
It must be that. It was suggested and was working previously.
I just noticed it stopped working on windows. I had to flip the webgl.force-enabled preference, Which I guess is new because I don't remember it. Why did they turn it off?
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