Webgl support question

Discussion and feedback on Construct 2

Post » Fri Sep 19, 2014 10:00 am

Hi guys n.n

i have a very important questions... i was tenting my pre alpha game at the pcs of the animation studios where my boyfriend used to work....i tried in about 10 pcs, but none had webgl activated....in that case

what steps to enable webgl would you recommend me to tell my costumers if their pc does not have webgl activated?? im thinking on poping a warning msg at the start if webgl is not activated... but i dont know what to say...
where do you activate webgl??? is there an installer?? i know some gpus are baclklisted... this is another problem...

any recommendations? thanks in advance n.n
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Post » Fri Sep 19, 2014 10:26 am

xp/vista no webgl
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Post » Fri Sep 19, 2014 10:33 am

It's browser dependant.

Internet Explorer 10 and earlier does NOT support WebGL.

But IE 11 and onwards DOES.

Chrome, Firefox, Safari and Opera (the other major PC browsers) all supports WebGL.

It's NOT dependant on operating system as @winsonzhong indicates, but solely on the browser installed.

Construct 2 does, however, have Canvas fallback, which is supported from earlier versions of Internet Explorer such as 9 and 10.

Personally, I'm doing an Internet Explorer version check; if earlier than 11, the visitor will get a "please choose another browser" screen, with links to Chrome, Firefox and Opera.

As webGL must be part of the browser javascript engine, it's not something you can just install separately.

Worth noticing; WebGL version 2 is coming soon - and it'll have a lot more features and better performance than the current WebGL version 1.
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Post » Fri Sep 19, 2014 10:51 am

jakobdam wrote:It's browser dependant.

Internet Explorer 10 and earlier does NOT support WebGL.

But IE 11 and onwards DOES.

Chrome, Firefox, Safari and Opera (the other major PC browsers) all supports WebGL.

It's NOT dependant on operating system as @winsonzhong indicates, but solely on the browser installed.

Construct 2 does, however, have Canvas fallback, which is supported from earlier versions of Internet Explorer such as 9 and 10.

Personally, I'm doing an Internet Explorer version check; if earlier than 11, the visitor will get a "please choose another browser" screen, with links to Chrome, Firefox and Opera.

As webGL must be part of the browser javascript engine, it's not something you can just install separately.

Worth noticing; WebGL version 2 is coming soon - and it'll have a lot more features and better performance than the current WebGL version 1.


Actually chrome (and node webkit) by default disable the hardware acceleration on xp and vista, however, this is not related to webGL only.

As for your problem, It will depend on the exporter used (if it is html5 then jacobdam did a pretty nice summary), if it is another one, then the usual updating of the graphic card driver should help some, and there are other things too. Keep in mind that node webkit will not only disable webGL on XP and Vista, but hardware acceleration in general.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Fri Sep 19, 2014 12:16 pm

Ideally your game would still run OK using canvas2d rendering, and turn off any effects or provide alternatives/fallbacks so it still looks correct. Then you don't need to tell the user anything.
Scirra Founder
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Post » Sat Sep 20, 2014 12:46 am

@ashley
my game runs well on canvas 2d... but my game will be very big... (about 500mb of Vram used) i dont think cpu accleration will cut it to keep the fps at 60...

@winsonzhong
@Aphrodite
@jakobdam

i forgot to tell you that my game will be on Node-webkit... now then??? :P
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Post » Sat Sep 20, 2014 10:15 am

Keep in mind that node webkit will not only disable webGL on XP and Vista, but hardware acceleration in general.

Is there any way to get around this? There seems to be so many hoops for end-users to go through to get webgl/hardware-accelerated rendering going on otherwise capable systems. It's worrying.
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Post » Sat Sep 20, 2014 11:38 am

ErekT wrote:
Keep in mind that node webkit will not only disable webGL on XP and Vista, but hardware acceleration in general.

Is there any way to get around this? There seems to be so many hoops for end-users to go through to get webgl/hardware-accelerated rendering going on otherwise capable systems. It's worrying.


I think there are ways to skip to gpu blacklisting (with the ignore gpu blacklist flag, not sure how to enable them, I think a shortcut can do the trick)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Sep 20, 2014 12:15 pm

The next version of node-webkit supports disabling the GPU blacklist in node-webkit in all Windows versions. Previously you needed a workaround (create a shortcut and add the command line parameter to that).
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Post » Sat Sep 20, 2014 1:31 pm

great :) cant wait for the next version of node-webkit
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