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Interesting, on a desktop browser.

On mobiles, 100% probability to kill Chrome on Android.




Because there might be some optimization tricks the author missed, or because the canvas implementation on mobile is bad/unoptimized/doesn't use hardware accelleration? Also, "probability" indicates you didn't even try it.

I did (both Safari and Chrome, iPhone 6), the framerate is definitely low (~10 frames per second?) but it didn't kill it so your statement might be a bit exaggerated. Framerate is a bit lower on Chrome, too.


It did kill it, Chrome just terminates.

Samsung S3, running Android 4.3 with Chrome 40.0.2214.109.

The 100% probability is that it terminates the Chrome process every time I access the page.

But I guess down voting my original post makes people feel better about WebGL support on the platforms that are getting the desktop back.


For what it's worth it doesn't crash for me (Android 4.4, same version of Chrome). However I just get random flashing glitches and no actual graphics.


Yeah, it's really targeted at desktop because of the volume of data but I expect I have missed a bunch of optimization tricks. It's simple enough that I should be able to iterate on it.


As I mentioned in another thread, on my mobile Chrome just dies, it is not even sluggish.


Maybe a shader issue then - WebGL is still fairly new on mobile devices.




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