ashes999 13 Posted November 11, 2016 (edited) Hi, I created a new MV project -- no plugins, just a sample town map. When I run it in the built-in play tester, it runs fine. On Firefox, it runs fine. On Chrome, it runs noticably slow (about 2x as slow as normal -- 30FPS instead of 60FPS). When I walk around, in Chrome, the FPS drops as low as 15FPS sometimes (but usually hovers around 30). When I open the menu, it jumps up to around 45-50FPS. I tried running Chrome without any plugins/extensions, but the behaviour didn't change. Game.rpgproject cites the version as 1.3.3. I'm pretty sure it's not GPU-based, because other browsers/etc. are fine. I'm pretty sure my GPU drivers are also at the latest version. Below is a dump of chrome://gpu/, if that's useful. I'm worried that if it lags for me, it might lag for my end-users, too. Graphics Feature StatusCanvas: Software only, hardware acceleration unavailableFlash: Hardware acceleratedFlash Stage3D: Hardware acceleratedFlash Stage3D Baseline profile: Hardware acceleratedCompositing: Hardware acceleratedMultiple Raster Threads: EnabledNative GpuMemoryBuffers: Software only. Hardware acceleration disabledRasterization: Software only. Hardware acceleration disabledVideo Decode: Hardware acceleratedVideo Encode: Hardware acceleratedWebGL: Hardware acceleratedDriver Bug Workaroundsclear_uniforms_before_first_program_usedisable_d3d11disable_direct_compositiondisable_discard_framebufferdisable_dxgi_zero_copy_videodisable_nv12_dxgi_videodisable_framebuffer_cmaaexit_on_context_lostforce_cube_completescalarize_vec_and_mat_constructor_argstexsubimage_faster_than_teximageProblems DetectedAccelerated video decode does not work with the discrete GPU on AMD switchables: 298968Disabled Features: accelerated_video_decodeSome drivers are unable to reset the D3D device in the GPU process sandboxApplied Workarounds: exit_on_context_lostTexSubImage is faster for full uploads on ANGLEApplied Workarounds: texsubimage_faster_than_teximageClear uniforms before first program use on all platforms: 124764, 349137Applied Workarounds: clear_uniforms_before_first_program_useAlways rewrite vec/mat constructors to be consistent: 398694Applied Workarounds: scalarize_vec_and_mat_constructor_argsDisable Direct3D11 on systems with AMD switchable graphics: 451420Applied Workarounds: disable_d3d11ANGLE crash on glReadPixels from incomplete cube map texture: 518889Applied Workarounds: force_cube_completeFramebuffer discarding can hurt performance on non-tilers: 570897Applied Workarounds: disable_discard_framebufferCrashes in D3D11 on specific AMD drivers: 517040Applied Workarounds: disable_d3d11Direct composition flashes black initially on Win <10: 588588Applied Workarounds: disable_direct_compositionZero copy DXGI video hangs on shutdown on Win < 8.1: 621190Applied Workarounds: disable_dxgi_zero_copy_videoNV12 DXGI video hangs or displays incorrect colors on AMD drivers: 623029, 644293Applied Workarounds: disable_dxgi_zero_copy_video, disable_nv12_dxgi_videoLimited enabling of Chromium GL_INTEL_framebuffer_CMAA: 535198Applied Workarounds: disable_framebuffer_cmaaAccelerated rasterization has been disabled, either via blacklist, about:flags or the command line.Disabled Features: rasterizationNative GpuMemoryBuffers have been disabled, either via about:flags or command line.Disabled Features: native_gpu_memory_buffersVersion InformationData exported 22/10/2016, 00:13:52Chrome version Chrome/53.0.2785.116Operating system Windows NT 6.3.9600Software rendering list version 11.7Driver bug list version 8.93ANGLE commit id c9e8931198422D graphics backend SkiaCommand Line Args Files (x86)\Google\Chrome\Application\chrome.exe" --no-startup-window /prefetch:5 --flag-switches-begin --flag-switches-end --flag-switches-begin --flag-switches-endDriver InformationInitialization time 286In-process GPU falseSandboxed trueGPU0 VENDOR = 0x1002, DEVICE= 0x68ba *ACTIVE*GPU1 VENDOR = 0x8086, DEVICE= 0x0152Optimus falseAMD switchable trueDesktop compositing Aero GlassDiagonal Monitor Size of \\.\DISPLAY2 18.9"Diagonal Monitor Size of \\.\DISPLAY3 19.0"Driver vendor Advanced Micro Devices, Inc.Driver version 15.200.1062.1004Driver date 8-3-2015Pixel shader version 3.0Vertex shader version 3.0Max. MSAA samples 8Machine model name Machine model version GL_VENDOR Google Inc.GL_RENDERER ANGLE (AMD Radeon HD 6700 Series Direct3D9Ex vs_3_0 ps_3_0)GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.c9e893119842)GL_EXTENSIONS GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_EXT_color_buffer_half_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_OES_depth32 GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_OES_EGL_image GL_OES_EGL_image_external GL_EXT_unpack_subimage GL_NV_pack_subimage GL_OES_vertex_array_object GL_KHR_debug GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_sync_queryDisabled Extensions Window system binding vendor Google Inc. (adapter LUID: 000000000000ad6d)Window system binding version 1.4 (ANGLE 2.1.0.c9e893119842)Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_ANGLE_flexible_surface_compatibilityDirect rendering YesReset notification strategy 0x8252GPU process crash count 0Compositor InformationTile Update Mode One-copyPartial Raster EnabledGpuMemoryBuffers StatusATC Software onlyATCIA Software onlyDXT1 Software onlyDXT5 Software onlyETC1 Software onlyR_8 Software onlyBGR_565 Software onlyRGBA_4444 Software onlyRGBX_8888 Software onlyRGBA_8888 Software onlyBGRX_8888 Software onlyBGRA_8888 Software onlyYVU_420 Software onlyYUV_420_BIPLANAR Software onlyUYVY_422 Software onlyDiagnostics... loading ...Log MessagesGpuProcessHostUIShim: The GPU process exited normally. Everything is okay.[5244:6280:1001/020544:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 0[5244:6280:1001/020928:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072024:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072024:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072412:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072413:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072455:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072506:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072728:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072728:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072817:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/072857:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1[5244:6280:1002/073810:ERROR:gpu_video_decode_accelerator.cc(365)] : HW video decode not available for profile 1GpuProcessHostUIShim: The GPU process exited normally. Everything is okay. Edited November 12, 2016 by Seriel ♪ Spoilered! Share this post Link to post Share on other sites
+ Takeo212 1,079 Posted November 12, 2016 Since MV runs different from ACE, it doesn have alot of known lag issues. I am assuming "Chrome City" is a big map with alot of events running. Since MV uses Javascript to allow it to run on browsers, there are known lag issues with it (especially with audio). I don't think theres a fix for it however, but the MV developers are still working on fixes to try help improve this aspect. Only thing I could suggest just now would be maybe looking up system plugins. Some scripters have made some performance plugins, so maybe there might be one to help you. Share this post Link to post Share on other sites
ashes999 13 Posted November 12, 2016 I am assuming "Chrome City" is a big map with alot of events running. [...] Only thing I could suggest just now would be maybe looking up system plugins. Some scripters have made some performance plugins, so maybe there might be one to help you. It's a vanilla MV map (Normal Town) with no changes. There are no events. It seems like it's slow out-of-the-box in Chrome. I don't understand why (or how to fix it). 30FPS IMO is not that bad, but compared to 60, it "feels" slow, like you're moving in slow motion. I got this. On the same machine, when running in my native browser, it renders with WebGL, at 30FPS. On that same machine, in an Ubuntu VM, it renders with Canvas at 60FPS. Is there any way I can force MV to disable running WebGL and always run with canvas rendering? I'm probably not the only person whose GPU works worse with WebGL than it does with Canvas rendering. Share this post Link to post Share on other sites
Seriel 830 Posted November 12, 2016 ashes999, please don't double post if at least 72 hours (3 days) hasn't passed since the last post. If you need to add extra info to your post, use the Edit button. (I've merged your posts for you) (Also not to nitpick or anything, but I put that huge quote in a spoiler to keep things tidy ) Is there any way I can force MV to disable running WebGL and always run with canvas rendering? I'm probably not the only person whose GPU works worse with WebGL than it does with Canvas rendering. I don't know about disabling it game-wide but a client-wide fix for Chrome would be something like https://chrome.google.com/webstore/detail/disable-webgl/nlapleiepodflfbclacdhmbldadobpah For me I fixed the same issue by updating my graphics drivers. Share this post Link to post Share on other sites