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ashes999

New MV Project Lags in Chrome Only

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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 Status
Canvas: Software only, hardware acceleration unavailable
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated
Multiple Raster Threads: Enabled
Native GpuMemoryBuffers: Software only. Hardware acceleration disabled
Rasterization: Software only. Hardware acceleration disabled
Video Decode: Hardware accelerated
Video Encode: Hardware accelerated
WebGL: Hardware accelerated
Driver Bug Workarounds
clear_uniforms_before_first_program_use
disable_d3d11
disable_direct_composition
disable_discard_framebuffer
disable_dxgi_zero_copy_video
disable_nv12_dxgi_video
disable_framebuffer_cmaa
exit_on_context_lost
force_cube_complete
scalarize_vec_and_mat_constructor_args
texsubimage_faster_than_teximage
Problems Detected
Accelerated video decode does not work with the discrete GPU on AMD switchables: 298968
Disabled Features: accelerated_video_decode
Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
TexSubImage is faster for full uploads on ANGLE
Applied Workarounds: texsubimage_faster_than_teximage
Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use
Always rewrite vec/mat constructors to be consistent: 398694
Applied Workarounds: scalarize_vec_and_mat_constructor_args
Disable Direct3D11 on systems with AMD switchable graphics: 451420
Applied Workarounds: disable_d3d11
ANGLE crash on glReadPixels from incomplete cube map texture: 518889
Applied Workarounds: force_cube_complete
Framebuffer discarding can hurt performance on non-tilers: 570897
Applied Workarounds: disable_discard_framebuffer
Crashes in D3D11 on specific AMD drivers: 517040
Applied Workarounds: disable_d3d11
Direct composition flashes black initially on Win <10: 588588
Applied Workarounds: disable_direct_composition
Zero copy DXGI video hangs on shutdown on Win < 8.1: 621190
Applied Workarounds: disable_dxgi_zero_copy_video
NV12 DXGI video hangs or displays incorrect colors on AMD drivers: 623029, 644293
Applied Workarounds: disable_dxgi_zero_copy_video, disable_nv12_dxgi_video
Limited enabling of Chromium GL_INTEL_framebuffer_CMAA: 535198
Applied Workarounds: disable_framebuffer_cmaa
Accelerated rasterization has been disabled, either via blacklist, about:flags or the command line.
Disabled Features: rasterization
Native GpuMemoryBuffers have been disabled, either via about:flags or command line.
Disabled Features: native_gpu_memory_buffers
Version Information
Data exported    22/10/2016, 00:13:52
Chrome version    Chrome/53.0.2785.116
Operating system    Windows NT 6.3.9600
Software rendering list version    11.7
Driver bug list version    8.93
ANGLE commit id    c9e893119842
2D graphics backend    Skia
Command 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-end
Driver Information
Initialization time    286
In-process GPU    false
Sandboxed    true
GPU0    VENDOR = 0x1002, DEVICE= 0x68ba *ACTIVE*
GPU1    VENDOR = 0x8086, DEVICE= 0x0152
Optimus    false
AMD switchable    true
Desktop compositing    Aero Glass
Diagonal Monitor Size of \\.\DISPLAY2    18.9"
Diagonal Monitor Size of \\.\DISPLAY3    19.0"
Driver vendor    Advanced Micro Devices, Inc.
Driver version    15.200.1062.1004
Driver date    8-3-2015
Pixel shader version    3.0
Vertex shader version    3.0
Max. MSAA samples    8
Machine 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_query
Disabled 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_compatibility
Direct rendering    Yes
Reset notification strategy    0x8252
GPU process crash count    0
Compositor Information
Tile Update Mode    One-copy
Partial Raster    Enabled
GpuMemoryBuffers Status
ATC    Software only
ATCIA    Software only
DXT1    Software only
DXT5    Software only
ETC1    Software only
R_8    Software only
BGR_565    Software only
RGBA_4444    Software only
RGBX_8888    Software only
RGBA_8888    Software only
BGRX_8888    Software only
BGRA_8888    Software only
YVU_420    Software only
YUV_420_BIPLANAR    Software only
UYVY_422    Software only
Diagnostics
... loading ...
Log Messages
GpuProcessHostUIShim: 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 1
GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.

 

 

Edited by Seriel ♪
Spoilered!

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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.

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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.

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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.

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