anyone knows how does ogre/webgl compares to other engines performance wise...( javaScript based engines and c++ emscripted engines )
is it ready/optimized to run games on the web-browser or am i just limited to presenting a few rotation models?
any info/experience is welcomed...
ogre emscipten performance question....
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- Orc Shaman
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ogre emscipten performance question....
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- OGRE Team Member
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Re: ogre emscipten performance question....
Main problem with all c++ engines is the heavy load to the VM for mobiles it means battery drain.
Performance wise (rendering) it comes down to the scene complexity but again i guess a real game
Will be cpu bound first.
Try out the unreal / unity demos their tech is much complexer than ogres so you can see the
Workload.
Performance wise (rendering) it comes down to the scene complexity but again i guess a real game
Will be cpu bound first.
Try out the unreal / unity demos their tech is much complexer than ogres so you can see the
Workload.
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- Orc Shaman
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Re: ogre emscipten performance question....
thanks i already tried just about any browser based demo of game engines....just not ogre (-:
my concern is that performance problems with 1.x sceneManager running large scene( cpu bounded ) will be magnified when converting to javaScript
making ogre unusable for webgl experiance...i'm not conserned about battery life...just performance/user experiance...
unreal4 demo work real good on my browser but as i understand they work closely with mozila on this- so maybe they super-optimized it
unity also works good but the demo is less complex and i suspect they optimized the scene by other methods( umbra etc... )
overall impression is that native javaScript based engines perform better than c++ ported with emscripten...but it's very hard/near imposible to compare engines....
my concern is that performance problems with 1.x sceneManager running large scene( cpu bounded ) will be magnified when converting to javaScript
making ogre unusable for webgl experiance...i'm not conserned about battery life...just performance/user experiance...
unreal4 demo work real good on my browser but as i understand they work closely with mozila on this- so maybe they super-optimized it
unity also works good but the demo is less complex and i suspect they optimized the scene by other methods( umbra etc... )
overall impression is that native javaScript based engines perform better than c++ ported with emscripten...but it's very hard/near imposible to compare engines....
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
-
- OGRE Team Member
- Posts: 1525
- Joined: Fri Feb 03, 2006 10:37 pm
- Location: Austria - Leoben
- x 99
Re: ogre emscipten performance question....
Ähm sure the 1.x scenemanger is not fast when many post effects are used but there are plenty of games
Which used them in the past in real games...but 2.x will in the future also work in the browser
As for worked directly with mozilla I also had contact to them and firefox is pretty good the bigger engines have much
More to port than just rendering.
And none of them have solved it until now.
Which used them in the past in real games...but 2.x will in the future also work in the browser
As for worked directly with mozilla I also had contact to them and firefox is pretty good the bigger engines have much
More to port than just rendering.
And none of them have solved it until now.
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- Orc Shaman
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- Joined: Fri May 31, 2013 2:28 am
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Re: ogre emscipten performance question....
thanks for the info...
glad to hear ogre 2.x will reach browsers....
i checked webgl2( es3.0 ) status and i see that you're in sync with estimated adoptation time...now i understand adoptation time-line better...
webgll1 is not ready for serious browser gameing anyway, so i'll just drop my ogre1.10 webgl porting plans/concerns and start focus on porting to 2.1
i did'nt check webgl status for a long time. not so long ago i revisited webgl experiments https://www.chromeexperiments.com/webgl
and was amazed on the progress/demos people make...it's definitely the future of the web...
thanks for relaxing my concerns and helping me build a better work time-line strategy (-:
glad to hear ogre 2.x will reach browsers....
i checked webgl2( es3.0 ) status and i see that you're in sync with estimated adoptation time...now i understand adoptation time-line better...
webgll1 is not ready for serious browser gameing anyway, so i'll just drop my ogre1.10 webgl porting plans/concerns and start focus on porting to 2.1
i did'nt check webgl status for a long time. not so long ago i revisited webgl experiments https://www.chromeexperiments.com/webgl
and was amazed on the progress/demos people make...it's definitely the future of the web...
thanks for relaxing my concerns and helping me build a better work time-line strategy (-:
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos