Hope it's OK but I crossposted this on SO, because my WebGL performance was also affected.Īgain, for this particular type of effects (i.e.: most, if not all, available on shadertoy or glsl sandbox) the bottleneck is the fragment shader performance since the scenes are generated procedurally pixel-by-pixel (unless you are doing additional stuff that involve CPU computations in each frame, or CPU-GPU transfers, etc.) If you look at the sketch code (run by the CPU) in the Processing ports of these effects, it is in fact fairly minimal (typically a single rect covering the entire screen to feed the fragment shader with pixels).
Is it just too old to expect it to run a windowed shader at full FPS? Should this Q be in the hardware section?Ĭomparing the shader running under WebGL on the page and it is ~26fps on the MacAir vs 10fps on the old iMac. The iMac supports up to OpenGL 3.2 AFAIK. Fortunately, most GPUs released over the past 3-4 years do support programmable pipelines, including the integrated chipsets from Intel. P3D on the desktop will also fail to run if the video card doesn’t not properly support OpenGL 2.0 and programmable shaders.
How can that be - is Processing running in software rendering mode because the 2008 graphics card is too old? Is there any way of verifying something like that?Ĭontinuing my research, from codeanticode: With my 2008 iMac 3.06 GHz Intel Core 2 Duo + NVIDIA GeForce 8800 GS / OpenGL 3.3 Nvidia 8.18.28 I get 20fps with shader, 60fps without.Ĭonversely, running the Geeks3D GpuTest results in the iMac having a slightly better benchmark - 1065 points vs MacAir 1001. On a 2013 MacAir (on battery power) with 1.7ghz core i7 CPU + integrated Intel HD Graphics 5000 / OpenGL 4.1 Intel 8.18.29 I get 60fps with/without shader applied. The sketch in question is SableRalph's port of an NTSC filter shader from. Hello, I'm testing a sketch across two machines and getting very different performance.