.@johnolilly @benthompson: @xeenon is right. This is all scheduling and graphics stack. OS X power use in graphics is hard to reason about.
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Replying to @slightlylate
@johnolilly@benthompson@xeenon : several different ways to draw, massively different power characteristics. Chrome is switching method1 reply 0 retweets 0 likes -
Replying to @slightlylate
@johnolilly@benthompson@xeenon : for context, FF uses the same power-hungry GL paths Chrome does today4 replies 0 retweets 0 likes -
Replying to @slightlylate
@slightlylate Which power-hungry GL paths do you mean?1 reply 0 retweets 0 likes -
Replying to @muizelaar
@muizelaar : from what (little) I understand, OS X's GL drawing infra requires full upload every frame, very power hungry2 replies 0 retweets 0 likes -
Replying to @slightlylate
@slightlylate@muizelaar Gecko doesn't require a full upload every frame, just invalidated area - buffers are tiled too1 reply 0 retweets 0 likes -
Replying to @cwiiis
@cwiiis@muizelaar : yes, but the way GL intersects with OS X seems to defeat partial update smarts (but your GPU stack may be magical!?)1 reply 0 retweets 0 likes -
Replying to @slightlylate
@slightlylate@muizelaar We use tiling to combat that on OS X, same as we do on mobile2 replies 0 retweets 0 likes -
Replying to @cwiiis
@cwiiis@muizelaar : we tile too. It does not fix this.1 reply 0 retweets 0 likes -
Replying to @slightlylate
@slightlylate@muizelaar so you tile, but still end up doing whole-view sized texture updates every frame...?3 replies 0 retweets 0 likes
@cwiiis @muizelaar : quartz debug doesn't lie
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