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  • GUIMark 3 released. | Craftymind
    on your phone or tablet With a month and a half in the making 4 unique tests and over 200 results this was a big one and I hope you guys enjoy reading and dissecting the results You can read the article here Post navigation Previous Post GUIMark 3 Mobile Showdown Next Post Adrift Released 3 thoughts on GUIMark 3 released jokor722 says October 27 2011 at 1 53 am

    Original URL path: http://www.craftymind.com/guimark-3-released/ (2016-04-27)
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  • GUIMark 3 – Mobile Showdown | Craftymind
    100 34 iPhone 4 100 100 100 99 Tablets PlayBook 100 100 100 100 100 100 100 98 Galaxy Tab 100 100 100 100 99 64 8 9 Xoom 100 100 100 100 100 100 100 97 iPad 2 100 100 100 100 Numbers In Percentage of Frames Played Please Note The Gingerbread release for Galaxy Tab enabled hardware acceleration for Flash video while numbers are now near 100 since the update on 5 16 I didn t have time to rerecord the test and parse the results Before you ask yes I actually sat through all of these high speed videos and counted individual frame skips and it was thoroughly painful Maybe next time I ll wise up and write an image analysis program to do it for me Subjectively I would argue that video that stayed above 70 looked good during playback Anything below that mark will have too much stutter and really starts looking like crap Flash really takes a beating in this category as many of these devices only allow software decoding for Flash video You can clearly see which devices are enabled for hardware decoding like the Playbook Xoom and Atrix Adobe has informed me that exposing hardware requires Google and the manufacturer to deliver the appropriate drivers which becomes evident when viewing the performance differences between Xoom 3 0 and 3 1 HTML5 video on the other hand seems to be fully hardware accelerated on all of the phones although interestingly HTML5 won t fall back to a software renderer for certain files and simply refuses to play the video What s wrong with the tablet results Every time I build these tests there s always some hidden problem that I stumble across that I didn t expect and this time is no different You will notice in the HTML bitmap tests I had to place an asterisk next to the frame rate numbers for three of the tablets the reason why is because the frame rate reported by the device is extremely inaccurate With the high speed camera we can see just how far off the numbers really are Note that the Xoom in the video is running 3 0 and while this affects 3 1 as well I didn t have time to recapture it on video While the tablets showed the most dramatic problems here I m pretty sure I saw it manifest on the Atrix as well just to a lesser degree The behavior doesn t seem to exhibit itself on either the vector or compute tests and none of the Flash tests show this problem either The Playbook also doesn t seem to have this problem My best guess is we re seeing a problem with WebKit image rendering with the browser run loop falling out of sync with the GPU somehow Hopefully someone out there can shed some light on this problem Stats Roundup This test was much bigger then anything I ve done before and we re not done yet I went back to my old GUIMark 2 tests and ran them as well to provide even more numbers to slice and dice I think those old tests are still perfectly valid and even show how a couple of the devices have improved since they were first tested The results of all the tests are broken down on this Google spreadsheet GM3 refers to the current tests and GM2 refers to the original GUIMark 2 mobile tests The Motorola Atrix clearly stands out for overall performance among the phones On the tablet side the PlayBook took the lead for Flash performance and while the Xoom posted the highest numbers for HTML5 the truth is that a few of those tests should have their numbers halved since the device isn t rendering to the screen at the same rate as the listed fps In terms of interactive content overall it s safe to say that Flash maintains a 2x performance lead over HTML5 on average The video side tells a different story All of the devices are able to chew through the full suite of HTML5 videos with only a few exceptions Flash however is riding out a transition period in which some devices offer hardware acceleration while others fall back to software decoding Final Thoughts There s a lot of information to absorb here and hopefully some of the finer points will be fleshed out in the comments but here s a quick summary of my thoughts after working on this test 1 The Flash VM performs really well on mobile chipsets and I don t see any evidence here to support the idea that Flash is slow on smartphones and tablets High end videos are below par at the moment but the 3 1 release of Honeycomb illustrates that firmware updates are the key to solving this issue 2 I have a sinking feeling that browser vendors are happy enough with current Canvas 2D performance The performance deltas between Flash and Canvas are nearly the same as they were a year ago when I released GUIMark 2 Maybe I m wrong but all I hear about in tech circles is improvements in CSS and SunSpider performance 3 If you re going to make a Javascript game create a Canvas based sprite sheet of all your assets the performance boost may only be marginal but it seems to be worth it Also be aware of this issue that is causing Webkit to get out of sync with the rendering engine 4 I wanted to include a Windows 7 phone into this review but the browser couldn t handle any of these tests If anyone has access to Blackberry or Palm phones I d be happy to include them in the spreadsheet as well just add them to the comments below Post navigation Previous Post How I would design the perfect desktop app store Next Post GUIMark 3 released 57 thoughts on GUIMark 3 Mobile Showdown Breakdance McFunkypants

    Original URL path: http://www.craftymind.com/guimark3/ (2016-04-27)
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  • GUIMark 2: The rise of HTML5 | Craftymind
    cores while Flash performance nearly doubled Without a major shift in execution processing Javascript based animations and interactions are going to remain stagnate over the coming years Unfortunately I don t see that change coming All the talks of multithreading coming from browser vendors right now is between the browser interface and the html view but not the HTML rendering model HTML5 video is largely exempt from this problem however While the video api exposes hooks to the main thread for playback control all rendering and sound is processed under the hood on secondary threads As a result media performance increases with GPU and CPU cores TL DR There is no doubt that HTML5 adoption will grow significantly in the next 2 years and that more and more content will be targeted to SVG and Canvas implementations But developers need to be cautious with adopting one technology or another wholesale HTML5 may not be fast but it is proficient at a good amount of tasks If you need static or limited interactive content on your website HTML5 will soon be your best option If you need complex interactive content you re probably better targeting Flash As for me you ll find me abusing the hell out of both technologies and posting the results to this blog In the meantime if you want the best HTML5 performance on Windows you should be using Opera right now On the Mac side it s a tossup depending on the type of content you re interacting with If you re looking for good Flash performance on Windows any browser will do whereas on the Mac side Chrome is clearly outperforming everyone else The sources for each test should be linked within the test itself if you want to peruse the code I tried to make sure everything could be contained to one file whenever possible and not rely on external dependencies You can download all the fonts and tower defense assets here If you find any errors with the results or feel like taking a stab at testing another technology feel free to email me at mech at craftymind dot com Flame on Updates 10 05 07 As I should have assumed quite a few people have started sending in updated tests with their own levels of optimizations I want to be very clear on certain improvements the purpose of these benchamarks is to stress the graphics APIs available to developers not cancel them out An optimization that affects both platforms equally like caching the grid lines behind the charting test doesn t further the goal of exposing how efficient the two platforms are internally If you have a unique optimization that can only be applied to one platform and not the other please let me know and I ll try to incorporate the change and retest 10 05 09 Changed some language on the rendering model for HTML5 Canvas paints immediately standard text paints at the end of the event loop Post navigation Previous Post Blowing up HTML5 video and mapping it into 3D space Next Post GUIMark 2 has been released Compare HTML5 and Flash performance 121 thoughts on GUIMark 2 The rise of HTML5 Comment navigation Newer Comments Troy Gilbert says May 5 2010 at 11 17 am Love these tests Detailed and real world I can t comment specifically on the HTML5 tests I m not JavaScript or DOM performance expert but a few thoughts on the Flash Gaming test The way your test is setup Flash will be using sub pixel rendering and anti aliasing for the moving characters while the HTML5 version will not I m not a DOM expert but I don t believe it s doing this You can see that if you set the Flash Player s quality setting to LOW which will disable this you get a boost in framerate 5fps on my MacBookPro Further most high performance Flash games for this particular scenario would actually use the copyPixels API to render directly to a bitmap similar to drawing to Canvas instead of having the Flash Player manage all of the display objects This gives a bump in quality pixel perfect rendering for pixel perfect art and a significant bump in performance as much as 10x in some of my games If I get time this week I may tweak your example to use copyPixels and see what the difference is Hugo Matinho says May 5 2010 at 11 24 am Hi Sean not intending to flame here but it s not a correct comparison you can t compare a markup language against a plugin can you an interesting comparison would be canvas vs flash drawing api html vs xhtml but correct me if i m wrong anyway Troy is correct there should be a performance boost with copyPixels API and quality settings set to low And if I m not totally wrong I d say that canvas was built in 2009 and the flash drawing api exists since 2005 so if memory serves well I d say it s not to fair of a comparison Sean Christmann says May 5 2010 at 11 50 am Troy HTML5 automatically smooths bitmaps drawn to the canvas so for the sake of fairness I ve turned smoothing on for Flash It s true there are a lot of tweaks you can do in flash to get high performance bitmap rendering and any real game would not be doing matrix transformations on the bitmaps But the goal here is to stress the API functions that are comparable between platforms Dmerk says May 5 2010 at 12 24 pm Hugo Everyone and their brother is stating how HTML will replace Flash This is what the author is trying to convey If you plan on trying to replace your Flash games applications with HTML5 here s a look at the performance differences Merk Mark Fuqua says May 5 2010 at 12 53 pm Flash s Text layout engine would that help the Flash results w text Miller Medeiros says May 5 2010 at 12 55 pm I agree with Troy drawing the Bitmaps to a BitmapData would be the proper way to compare both things and Flash should be way faster that way Another thing that most people don t see is that it s not just about the performance but also having many extra features that makes flash a better tool for complex interactive stuff On canvas you don t have hit areas for each element no built in event dispatcher hard to make a preloaders hard to do animations usually bigger file size the tower defense example has more than TWICE THE FILE SIZE of the flash version etc the list goes forever BTW you should check the CSS3 Animations and Transitions http developer apple com safari library documentation InternetWeb Conceptual SafariVisualEffectsProgGuide Animations Animations html on the iPhone OS4 Safari Chrome the performance is really good canvas is not the only way to have some things moving on the screen PS I m mainly a HTML JS CSS developer Vic says May 5 2010 at 12 59 pm That s very nice Can you compare unity It s like flash but 100x Ex http www youtube com watch v 5E1QSrbGBY0 Google honey defender or honey cheerios unity V Om says May 5 2010 at 1 16 pm I looked at the code for the Text rendering text it seems that you are not using the latest Text Layout Framework available in the Flash Player I will try to play around with the code and see if I can send you an update Om Sean Christmann says May 5 2010 at 1 38 pm Miller I may be wrong but if I did pure bitmap drawing in Flash I would lose the ability to apply transforms and I d end up effectively single threading my rendering CSS3 transitions are great but they re bound to webkit which would lock out half the browsers tested Vic Don t tempt me Unity3D vs Papervision would offer sobering results Everyone else regarding Flash Text Layout engine I had incorrectly assumed that the performance enhancements in the new text engine were being applied to plain old TextField Looks like I have to use newer APIs Bruno Garcia says May 5 2010 at 1 57 pm Great post Although using an immediate mode renderer doesn t mean that you have to block on draw calls Browsers may buffer all drawing commands until JS execution is completely finished and the browser repaints This buffer could be flushed prematurely if you called getImageData Eli Curtz says May 5 2010 at 4 51 pm I tried a few optimizations in the Bitmap Gaming Test Cutting the sprites down to 48 48 didn t remove anything that wasn t 100 transparent improved Canvas by about 60 and Flash by about 40 Turning off the scaling improved Canvas by 80 and Flash by about 25 Those were just on Safari on the Mac don t have any other convenient testing capabilities I was trying things I thought would improve Canvas so it s possible other improvements would skew the other way Michael Galpin says May 5 2010 at 5 57 pm Excellent comparison You can always find fault with any synthetic benchmark but I don t see any deliberate bias in the implementations Personally I saw much better performance for Flash than what you documented here Here were my results Vector Chart Test 59 24 Bitmap Game Test 27 49 Text Column Test 52 72 I m running on a unibody MBP 2 8GHz 4GB RAM Chrome 5 0 375 29 Flash 10 1 53 22 The HTML 5 numbers were only slightly higher than your numbers probably just a function of GHz It would also be interesting to see what kind of performance improvements you could get by re writing the HTML 5 code using WebGL which gives you a direct JavaScript OpenGL bridge This is implemented on the WebKit nightlies Chrome developer channel and the Firefox 3 7 nightlies Sean Christmann says May 5 2010 at 6 27 pm Damn if Flash 10 1 is already hitting the 60 fps ceiling I m gonna have to scale the test up by at least 3x the current lines bitmap text Edit Michael after some investigation I m pretty sure you have your Flash setting set to low quality vonWolfehaus says May 5 2010 at 6 44 pm In order to achieve a staggering 17 fps for a tower defense game you d have to be an extraordinarily bad programmer So how exactly did you set that test up Sean Christmann says May 5 2010 at 6 55 pm vonWolfehaus et al Please keep in mind the goal here is NOT to create the most efficient tower defense game it s to create a test that overburdens the available APIs When you create a strongman competition you ask the competitors to move boulders not basketballs vonWolfehaus says May 5 2010 at 7 53 pm I think it s safe to assume we re all aware of what a benchmark is I was just asking if you could provide the actual design of the tests perhaps even the code so we can run our own if desired If I learned one thing from benchmarking Flash it s that results vary substantially even within the same testing environment Bizarre I know but it happens So it s customary to post source and or exact designs so others can compare notes I also wanted to make sure no one was confused by these tests like Troy Gilbert was I admire his work and everything I just think it s quite unfair to call these types of tests real world even with the quotes Sorry for interrogating and I sincerely thank you for the effort you put into these tests Cheers Michael McCracken says May 5 2010 at 9 29 pm Sean thanks for the work on the comparisons While many will target specific aspects of what you ve shown it gets everyone thinking about the big picture replacing Flash content with HTML5 content We begin to consider both actual and perceived performance using multiple animated video widgets on a given page as well as the ease with which said content can be produced Your doing the right thing by putting data points around certain cases and allowing the community to improve HTML5 to the point that it s a suitable replacement for Flash where appropriate Tinus says May 6 2010 at 3 49 am HTML5 just isn t there yet I recently experimented with using CSS3 animations because that would eventually have to replace flash graphically on Apple s own iPad page My version uses CSS3 animations instead of scripaculous effects and only works in Chrome Safari http www visualmedia nl html5 ipad CPU usage is around 40 with both solutions Sean Christmann says May 6 2010 at 10 39 am vonWolfehaus All the sources are linked directly within the examples have a look Michael I agree I hope some of the browser vendors are able to use examples like this to start setting goals to try and reach with HTML5 Dennis Forbes says May 6 2010 at 10 51 am These are superb tests and your presentation is remarkably agenda free Boris says May 6 2010 at 10 37 pm the browser will immediately calculate and re composite that change before moving on to the next line of javascript This is wrong Pretty much any modern browser will just note that something needs to be recomputed and move on It ll recompute things off a timer or when asked for layout information explicitly and will re composite off a timer Note also that Gecko is in fact experimenting with moving to a more retained mode model for the actual painting and yes including painting off the main thread rhys says May 7 2010 at 1 50 am You should probably do the comparison with where Firefox will be in the not too distant future i e using its hardware accelerated retained mode rendering framework that s currently under development See Robert O Callahan s post about it http weblogs mozillazine org roc archives 2010 04 layers html See also Bas Schouten s blog linked to in the article above about setting up a nightly build of Firefox with hardware acceleration marshall says May 7 2010 at 8 39 am In some of my test calculating time with new Date time was sometimes even 2 3x faster than getTimer Matthew Fabb says May 7 2010 at 9 03 am Thanks Sean for putting together great tests like this I assume that all these tests are being done with Flash Player 10 and not 10 1 Also something to keep in mind for developers while benchmarking Flash is that there are slight speed differences between the debug version and the non debug version of the Flash Player Adding a WebGL test would be interesting but not very practical as no one uses WebGL in any commercial sites as it s still very much in flux and none of the browsers have WebGL support turned on as default Exe says May 7 2010 at 9 38 am For most purposes accelerated CSS transforms should fill the performance gap currently in OSX iphone Safari I believe Mozilla is working on implementing them as well However they might not do the trick for something like GUIMark 2 and WebGL isn t that bad of a suggestion for a more complex application like it For most timeline based animations eg Flash animations and not applications visualizing data from an XML or realtime source though CSS transforms are fine easy to code IDEs for designers will follow suit check out SproutCore Greenhouse for RIAs will be accelerated in most browsers shortly and even the IE team is doing 2d acceleration for them why not use WebKit and tie the renderer to DX Pride To test it on your MacBook though grab a WebKit nightly build for OSX I don t think it s all there in 4 0 5 Sean Christmann says May 7 2010 at 10 50 am Boris All of my tests with every browser so far show that creating a function with 100 complex draw calls to the canvas will perhaps take 20 milliseconds to process I m not sure what s being blocked within that function to take that long but it s far more then noting that something needs to be recomputed and moving on The main event loop is being blocked in process to render the scene it s not waiting to the end of the event loop to aggregate all calls to render rm rf says May 7 2010 at 11 41 am why on earth did you do the linux tests on a live cd without proper display drivers those results are pretty much irrelevant who s looking for performance when they re using a live cd there is chrome and opera on linux too Sean Christmann says May 7 2010 at 12 38 pm Yeah I want to revisit the Linux tests in a few days once I get a better triple booting strategy figured out The current tutorials for triple booting under bootcamp were a bit daunting and I didn t want to exclude Linux in the off chance I screwed up the process Jeff Muizelaar says May 7 2010 at 12 40 pm The grid lines are not pixel aligned in the html5 version Stroking with a width of 1 will stroke half a pixel on either side of the line therefore the lines need to go through the middle of a pixel instead of a pixel edge This patch will fix it diff git a HTML5ChartingTest html b HTML5ChartingTest html index 5817921 3fb0d54 100644 a HTML5ChartingTest html b HTML5ChartingTest html 42 13 42 13 function processFrame var yCoord for var x 0 x totalMinutes x 40 xCoord x chartXSpread draw moveTo xCoord 0 draw lineTo xCoord chartHeight draw moveTo xCoord 5 0 draw lineTo xCoord 5 chartHeight for var y 0 y highestStock y 20 yCoord y chartYSpread draw moveTo 0 yCoord draw lineTo chartWidth yCoord draw moveTo 0 yCoord 5 draw lineTo chartWidth yCoord 5 draw stroke draw closePath I imagine a large reason for the difference in performance on this demo is the anti aliasing quality Flash does 4 4 supersampling whereas most browsers use much higher quality It s pretty easy to see the difference if you take a close look Matma Rex says May 7 2010 at 1 03 pm Really slow computer here and both tests vector and bitmap were much faster in HTML version vector 8 9 vs 2 3 bitmap 4 vs 2 3 When I changed flash quality from High to Low however Flash performance doubled obviously vector looked worse then but bitmap shown no visible difference Browser is Opera 10 52 on Win XP Sean Christmann says May 7 2010 at 2 17 pm Good call Jeff I ll get the change in as soon as possible and hopefully rerun the tests tonight Update I ve added Jeffs changes in however fps values haven t significantly changed at all some browsers lost 0 01 fps some gained 0 02 I don t think this change will warrant a retest across all platforms Jos Hirth says May 7 2010 at 3 11 pm The entire rectangle view needs to be cleared each frame to account for all the changes happening in the scene There is no need to clear anything if everything is overdrawn either way Also if your comment form requires JavaScript but pretends it doesn t zdbzd says May 7 2010 at 3 36 pm With Nvidia drivers I d imagine the real numbers would be closer to Mac performance Don t bet on it Under Windows directly manipulating bitmap data in flash using BitmapData is normally faster than letting the flash runtime do it for you using Bitmap and Sprite Under many flavours of Linux the reverse is true Flash may be multi platform but it is certainly not platform agnostic in terms of performance and optimization martin says May 8 2010 at 4 14 am my results for Arch Linux 32 bit nvidia drivers Firefox 3 6 3 and FP 10 0 45 2 Debug 13 6 26 16 3 15 5 24 15 I think the bitmap test would be the hardest hit by the debug player i ll switch to the release version later and see BlackAura says May 8 2010 at 6 43 am Firefox 3 7a4 pre a nightly build from a few weeks ago Windows 7 Intel i7 920 nVidia GeForce 9600GT This build has Direct2D acceleration enabled which is a brand new feature Flash vector test 50FPS HTML vector test 3 9FPS Flash bitmap test 32FPS HTML bitmap test 58FPS Flash text test 2 4FPS HTML text test between 40 and 55FPS These tests really aren t testing anything useful or relevant The vector test is only testing how quickly the renderer can draw anti aliased lines Big deal how often do you need to draw that many anti aliased lines that quickly The bitmap test is only testing how quickly the renderer can do bilinear filtering which is inherently slow in software anyway That s why Firefox with Direct2D beats Flash on my machine Oh and Flash benefits from having Direct2D enabled in Firefox as well If I disable it the Flash scores are cut in half Confused says May 8 2010 at 11 21 am Jeff why on earth would you make the suggestion without actually testing it Surely you would ve seen that wasn t the issue when you tested it Boyan says May 9 2010 at 3 14 am Great post Really usefull and showing the real situation to pepole Let s hope that more of them will realize it Sean Everyone else regarding Flash Text Layout engine I had incorrectly assumed that the performance enhancements in the new text engine were being applied to plain old TextField Looks like I have to use newer APIs You are almost right To achieve this you can use Flex 4 and the new component instead of the Paul Caplin says May 9 2010 at 10 53 am Great work Sean A big help to all of us working in the RIA world But I d like to comment on your comment that the Text Column test doesn t simulate any real world test cases The funny thing is that this is by far the most relevant test for one of the biggest HTML Flex Silverlight battlegrounds finanical applications By far the most complex Flex application so far written is the Matrix trading app created by Morgan Stanley at a total cost including the back end of nearly 100m And the HTML app Caplin Trader created by my company Caplin Systems must be one of the most complex Ajax apps ever built Many other similar apps are being built right now by major banks In all cases data is being streamed over the internet at high rates to end users 100 updates sec per user is not unusual and all this data is getting displayed on the screen So please persevere with the Text Column test for many of us out here it s the most relevant test of all MartinodF says May 11 2010 at 4 46 pm Just wanted to report a couple of strange results with Flash 10 1 r53 Chrome 5 0 375 38 beta on Mac OSX 10 5 8 old MB 2Ghz Core duo 1GB DDR2 667 Vector Flash 60 08fps Bitmap Flash 19 81fps Text Flash 57 77fps For comparison here are the HTML5 results Vector HTML5 2px 2 17fps Vector HTML5 1px 12 69fps Bitmap HTML5 3 8fps Text HTML5 12 63fps While HTML5 results are similar to yours except for the old MB being slow the 10 1 Flash results for Vector and Text are more than 2x faster Calc Yolatuh says May 12 2010 at 10 55 am You should still be able to try Opera 10 5x on Mac now out in Final and the testing versions for Linux can be run from tarballs so they should be workable in a LiveCD environment Please update with those numbers Also I am very curious about the HTML5 numbers for Opera Mobile the newest features are available in a hobby build for N900 N800 N810 except JIT but other Carakan features are present If someone could provide Fennec Flash numbers to compare against Opera Mobile HTML5 that would be great The Maemo compatible build is available from labs opera com courtesy of The Smooth Sailing Team Sean Christmann says May 12 2010 at 11 14 am MartinodF Is there a chance your quality settings are on Low I ve seen the 10 1 numbers you re reporting from others but I m unable to reproduce them on my machine without setting my quality to low Eli Curtz says May 12 2010 at 12 34 pm iPad 32GB 3G results 2px Vector 0 7 fps 1px Vector 3 23 fps Bitmap Game 1 29 fps Text Column 3 18 fps Vector Mobile 19 44 fps Bitmap Mobile 23 97 fps MI3 says May 14 2010 at 3 10 am Here an Firefox tutorial how to turn on the GPU Rendering Direct2D DirectWrite for Windows 7 and Windows Vista SP2 http www x se 65hp http www x se uayh Please upgrade your Adobe Flash Player http labs adobe com technologies flashplayer10 Adobe Flash Player 10 1 release candidate 4 Jesper Juul says May 15 2010 at 6 19 pm I have made a quick unoptimized Java version of the Bitmap Gaming Test http soupgames net guimark2 On my Windows system the Java version is much faster than the Flash version I suspect because the drawing functions will be hardware accelerated On the MacBook pro Flash and Java were tied Let me know what your test results are Test results 2007 Thinkpad T60p running Windows XP Java 1 6 0 20 HTML Firefox 3 6 4 28 FPS Flash 10 Firefox 12 9 FPS Java 21 2 FPS 2008 MacBook Pro HTML Firefox 3 6 4 5 FPS Flash 10 Firefox 13 5 FPS Java 13 5 FPS Jesper Juul says May 15 2010 at 6 54 pm STOP PRESS Made a small optimization using a BufferStrategy in Java Java jumped from 21 to 215 FPS on my XP machine this is probably the hardware acceleration that finally kicked in No difference on Mac 2007 Thinkpad T60p running Windows XP Java 1 6 0 20 HTML Firefox 4 28 FPS Flash 10 Firefox 12 9 FPS Java 215 2 FPS No difference between browsers 2008 MacBook Pro HTML Firefox 3 6 4 5 FPS Flash 10 Firefox 13 5 FPS Java 13 5 FPS carol says May 17 2010 at 12 20 pm jesper juul could you explain using bufferstrategy in java was that made in the browser if so is there a way to activate it in the about config java small bunp i dont notice but these number are a huge difference would be nice to have info on the trick you used ty Jesper Juul says May 17 2010 at 12 47 pm Carol You can download the program source code on the web page http soupgames net guimark2 The concept is that Java can deal with off screen images in a few different ways I was first just creating an image drawing to it and then drawing it on the screen Since Java 1 4 I think there has been a feature called a BufferStrategy that takes care of creating the offscreen image showing it on the screen and so on for you To use this you have to change the Java program you can t do it in the browser configuration carol says May 17 2010 at 1 01 pm ok ty for info would have been a nice option if it speeded up java like you mention this is a good tread i was testing firefox yesterdays nightly carol says May 17 2010 at 1 35 pm mm i tried your modified version java latest w7 64 and it stays at same speed i sure wish what was different Jesper Juul says May 17 2010 at 5 02 pm carol What results are you getting I have just tested on a Dell Latitude E6500 running XP Firefox HTML 6 5 FPS Firefox Flash 19 6 FPS Java 36 5 FPS This machine has integrated graphics so that would explain why the Java speedup is less pronounced carol says May 17 2010 at 8 07 pm Firefox 3 7a5 pre a nightly build from a few weeks ago Windows 7 64 amd x2 550 ati 5770 This build has Direct2D acceleration enabled and directwrite enabled Flash vector test 35 78 fps HTML vector test 5 93 fps Flash bitmap test 19 74 fps HTML bitmap test 58 82 fps Flash text test 2 64 fps HTML text test 49 1 fps vector 1 pixel 6 12 fps java bitmap 600 39 82 fps carol says May 17 2010 at 8 19 pm flash quality superior Calc Yolatuh says May 17 2010 at 9 45 pm any chance of seeing more 10 5x numbers on that same machine It s out for OSX and you can run it from a tarball on Linux please give it a whirl carol says May 18 2010 at 6 39 am opera 10 53 Windows 7 64 amd x2 550 ati 5770 Flash vector test 41 77 fps HTML vector test 28 76 fps Flash bitmap test 21 5 fps HTML bitmap test 16 09fps this crashed but when opera restarted it did load the second time Flash text test 2 52 fps HTML text test 32 46 fps vector 1 pixel 28 85 fps java bitmap 600 39 45 fps as for dsx i have amd cpu dont think it work they are compatible if there is a way i dont know it and dont have an osx copy sorry carol says May 18 2010 at 6 59 am google firefox in all but 2 test bitmap text no Direct2D acceleration enabled and no directwrite enabled for google but if you load app online that take advange of these firefox is the clear winner and the fact it isnt subject to far futur licence issue htm5 pay to download in apple ms google version is a huge reason to love firefox openvideo dailymotion com html5 keep up the good work firefox team carol says May 18 2010 at 7 09 pm http beta html5test com heres a nice little test a lot of browser wont like PR says May 20 2010 at 10 51 am Thanks for this really outstanding analysis And I d like to echo the thoughts of a previous commenter I work on RIAs in the financial industry and both the vector test and the text test are 100 real world I have an app that is basically the vector test on steroids I tried a build out in HTML5 of this app and in the real world it was a non starter This analysis is a really fantastic baseline for a lot of my work going forward Thanks again carol says May 20 2010 at 6 53 pm http www basschouten com blog1 php 2010 03 02 presenting direct2d hardware acceleratio here are some tip for html5 also if you plan to test webm you will need the proper version and add this to the link webm 1 as for the result yep im an amateur i just dig a lot the low result you ll get in javascript are normal since lot of error were made in those code and would be very hard to modify cross your finger ecmascript 5 is official mozilla only miss tree feature now the only thing left is learn ecmascript ways thats gona be hard since not many knows how to program it might need to use the older jslint es3 carol says May 21 2010 at 8 54 am jesper juul did you tweak you java test for firefox i retried today your test post 47 Firefox 3 7a5 pre received an update on the 21 of may Windows 7 64 amd x2 550 ati 5770 This build has Direct2D acceleration enabled and directwrite enabled java bitmap 600 buffer strategy 647 63 fps buffer image 43 5 fps i dont know what this tweak is but if i were you i would pass it on to firefox do you see the huge difference true its on the latest nightly but still its very good new if it can be applied to firefox itself in some way Alex says May 22 2010 at 10 02 pm I m seeing significantly better performance in Flash 10 1 rc5 than 10 0 The quality setting defaulted to High and I didn t change it Win7 64bit IE8 7600 16385 Chrome 4 1 249 1064 Vector Charting Chrome 10 0 39 9 Chrome 10 1 47 54 IE 10 1 60 06 Chrome HTML 6 57 Bitmap Game Test Chrome 10 0 31 83 Chrome 10 1 33 46 IE 10 1 38 43 Chrome HTML 11 86 Text Column Test Chrome 10 0 2 35 Chrome 10 1 26 92 IE 10 1 31 12 Chrome HTML 29 88 Till Schneidereit says May 23 2010 at 1 43 pm I m seeing some really weird and awesome results with Chrome 5 0 375 53 on Mac In the html tests Chrome is pretty much exactly as fast as Firefox 3 7a5pre 20100523 to be exact and somewhat slower than Safari 4 In the Flash tests though Chrome in combination with 10 1 RC 5 blows the other browsers right out of the water GUIMark 2 vector FP 10 1RC5 in Safari 4 0 5 30 61 FP 10 1RC5 in Chrome 5 60 09 FP 10 1RC4 in Chrome 5 54 68 GUIMark 2 Bitmap FP 10 1RC5 in Safari 4 0 5 14 49 FP 10 1RC5 in Chrome 5 16 89 FP 10 1RC4 in Chrome 5 14 89 GUIMark 2 Text FP 10 1RC5 in Safari 4 0 5 30 58 FP 10 1RC5 in Chrome 5 59 8 FP 10 1RC4 in Chrome 5 44 61 I ve got no idea where this difference in performance is coming from but it is definitely real as the animations look much smoother in Chrome than in Safari Also 10 1 RC5 is a huge step forward from RC4 especially when it comes to text rendering carol says May 27 2010 at 12 03 pm i dont know what apple do to chrome but the test i get with latest flash rc6 is 24 fps way better then the 3 fps or so i had previously here but still very short of the firefox latest nightly window i dont get why firefox is so slow at vector test tho i mean 6 fps i sure dont get why vector is so bad in firefox carol says May 27 2010 at 12 08 pm java bitmap 600 buffer strategy 585 fps buffer image 39 fps test of poster 47 java version as you can see a huge difference is there a way to take advantage of this in browser good question Stephen says June 2 2010 at 10 54 am I just thought I should point out that Flash Player 10 1 uses Core Animation on Mac OS X for rendering on Firefox 3 7 nightlies I ve heard that Safari and Chrome both have support in various stages

    Original URL path: http://www.craftymind.com/guimark2/ (2016-04-27)
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  • GUIMark3 HTML5 Bitmap
    You need a modern browser to view this

    Original URL path: http://www.craftymind.com/factory/guimark3/bitmap/GM3_JS_Bitmap.html (2016-04-27)
    Open archived version from archive

  • GUIMark3 HTML5 Bitmap
    You need a modern browser to view this

    Original URL path: http://www.craftymind.com/factory/guimark3/bitmap/GM3_JS_Bitmap_cache.html (2016-04-27)
    Open archived version from archive

  • GUIMark3 Flash Bitmap
    Flash 10 required

    Original URL path: http://www.craftymind.com/factory/guimark3/bitmap/GM3_Flash_Bitmap.html (2016-04-27)
    Open archived version from archive

  • GUIMark 2 Mobile - HTML5 Vector Test
    GUIMark 10 fps

    Original URL path: http://www.craftymind.com/factory/guimark2/MobileHTML5ChartingTest.html (2016-04-27)
    Open archived version from archive

  • GUIMark3 HTML5 Vector
    You need a modern browser to view this

    Original URL path: http://www.craftymind.com/factory/guimark3/vector/GM3_JS_Vector.html (2016-04-27)
    Open archived version from archive



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