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What GFX card for webgl?

category: offtopic [glöplog]
 
I am looking to update my old rig a little, from E5200 to Q6600, but i am puzzled with gfx cards. I now have old ATI 4850, which is okayish but sure there is better options? Old or new, does not matter. What offers best bang for money, without being too overload for the usage.
added on the 2013-08-04 13:02:14 by Rebb Rebb
Webgl is basically such a limited featureset on a pretty limited platform, so _any_ card will basically do.
added on the 2013-08-04 13:36:38 by gloom gloom
When things in this, looks like this. Gfx card is clearly missing something?
added on the 2013-08-04 21:34:57 by Rebb Rebb
What is it missing? It looks to me what it should
added on the 2013-08-04 21:43:55 by fragment fragment
Lots of white artifacts on screen. Looks like some "glowish" shader does not work as it should.
added on the 2013-08-04 21:49:00 by Rebb Rebb
Rebb: the state of webgl is such that you should probably not blame your gfx-card for strange rendering errors. Your OS, browser, version of both as well as the cycle of the moon and day of the week impact your rendering experience.
added on the 2013-08-04 21:50:27 by gloom gloom
the artifacts are infact really in there.
just the screenshot on the prod-page is chosen well.
webgl has a limited feature set, also when it comes to shaders and stuff, yeah. but it is still executed on iron, so the faster the card the better. still, if something looks strange or behaves just wrong (i had a huge problem with for loops, some iterations were just skipped, sometimes. solution was to unroll them), blame the compiler/browser, not the card or its drivers.
added on the 2013-08-05 13:09:57 by skomp skomp
webgl as a platform is still cock when it comes to browser-compatibility, tho maybe shouldn't be so harsh on webgl itself (i assume that's pretty standardized and decently implemented in browsers) but coders using incompatible scripts for things other than rendering triangles that makes my browser report gibberish instead.
added on the 2013-08-05 13:15:25 by maali maali
Maali: it's pretty much a bit of everything. WebGL is ofc standardized in a sane way. Browsers try to implement these standards. Developers try to make good use of the feature set. but still it's executed on iron and if a script needs 8 texture mapping units but your stack only provides 4, you cannot really blame the developers. well, you can blame them if they don't state the needed features, but not for your local set up. also many implementations are still marked as experimental, so if they fail they fail.
added on the 2013-08-05 15:16:22 by skomp skomp
Quote:
i assume that's pretty standardized and decently implemented in browsers

Yeah, about that - I just got this from Tick: https://bugzilla.mozilla.org/show_bug.cgi?id=894231
added on the 2013-08-05 15:17:54 by Gargaj Gargaj
Hi,

I thought that if the gfx card is fully OpenGl 3.3 (or is ist 4.0) compatible, then its a coders fault if it does not work?

POI used to say about other .js demos that "you can do to make it compatible to add these lines".

However, his .js routine does not work with ff.

Yep. Oh well.
added on the 2013-08-05 17:35:08 by moredhel moredhel
hArDy: Reflections in the video capture looks close to perfect, mine is like squashed and full of artifacts.
added on the 2013-08-05 18:12:15 by Rebb Rebb
On Windows, all browsers translate WebGL to Direct3D9.
So the OpenGL implementation of your gfx card is irrelevant.
added on the 2013-08-05 18:52:57 by Scali Scali
I can't wait for Microsoft to implement WebGL without using ANGLE so that all the driver bugs come cripple the Web platform. :)
added on the 2013-08-05 21:23:17 by ponce ponce
Well, install the Windows 8.1 preview and find out :)
It contains IE11, which does WebGL. Not sure how they implemented it. Pretty sure it's going to be implemented on top of D3D, as ANGLE is though. Seeing as MS was among the first to point out the compatibility, stability and security issues when mapping WebGL directly to OpenGL... and of course OpenGL being not-invented-here...
added on the 2013-08-05 21:33:56 by Scali Scali
Translation or not, I can see them having fewer incentives to get a bug-free WebGL, as compared with Mozilla or Google.
added on the 2013-08-05 21:39:16 by ponce ponce
I'm not too sure about that.
IE11 will also be the default (only?) browser for Windows Phone and Windows RT.
Having the fastest/most reliable WebGL support would mean that Windows Phones/tablets would be the best choice for rich online content/games/etc.

This is a new era... The era where Windows is trying to get into markets where there are other big players.
added on the 2013-08-05 22:27:53 by Scali Scali
ANGLE is a whole can of worms. At least now most browsers on Windows use it.

It would have been super fun with Opera's own invented-in-Oslo (well in Linkoping actually ) ANGLE translating OpenGL calls to D3D9 and D3D10. Trust me on this. But soon we'll experience IE11's own invented-in-Redmond ANGLE translating OpenGL calls into D3D11.

moredhel: As I said many times already, CB/Adinpsz found out that Mozilla changed its PNG handling/parsing and is the only browser to require the last 4 bytes CRC in PNGs. As a result he released a new version of JSexe. I tested ANDES in Aurora ( FF24 ), Canary and Opera and it works, both at home with an nVidia ION and at work with a RADEON HD 6670. Beside when I couldn't be bothered to repack my prods, I did provide a link to the unpacked version which works perfectly across browser.
added on the 2013-08-05 22:58:04 by p01 p01

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