WebVR: use early waitForPreviousRender |
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Issue descriptionWe're getting weird timing for WebVR with frames being rendered in a slow/fast pattern, apparently sending GPU render commands for the current frame interferes with the previous frame and delays it due to unfortunate GPU scheduling.
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Sep 1 2017
Status update - this bug was set up to track the change from https://chromium-review.googlesource.com/c/chromium/src/+/592587 . At this point this approach is on hold, it's not really a solution to the root cause. Also, it would need further testing due to risk of performance regressions in some WebVR apps, the current timing may be better for some.
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Oct 18 2017
This is no longer relevant, the fast/slow pattern was fixed by recent DrawBuffer sync changes, see https://chromium-review.googlesource.com/707354 and r507688 .
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Jul 4
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Comment 1 by meganlindsay@chromium.org
, Aug 9 2017