Brave browser github11/27/2023 ![]() ScalarizeVecAndMatConstructorArgs (Frontend workarounds) (): Disabled: falseĪlways rewrite vec/mat constructors to be consistentĪllocateNonZeroMemory (Vulkan features) (): Disabled: falseįill new allocations with non-zero values to flush out errors.ĪllowGenerateMipmapWithCompute (Vulkan features) (): Disabled: supportsSubgroupQuadOpsInComputeShader & mSubgroupExtendedTypesFeatures.shaderSubgroupExtendedTypes & maxComputeWorkGroupInvocations >= 256 & ((isAMD & !IsWindows()) || isNvidia || isSamsung) Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs LoseContextOnOutOfMemory (Frontend workarounds): Enabled: true ![]() prevent applications from disabling error checkingįorceInitShaderVariables (Frontend features): Disabledįorce-enable shader variable initializationįorceRobustResourceInit (Frontend features) (): Disabled Set the context limits like frame capturing was enabledĮnableCompressingPipelineCacheInThreadPool (Frontend workarounds) (): Disabled: falseĮnable compressing pipeline cache in thread pool.ĮnableProgramBinaryForCapture (Frontend features) (): DisabledĮven if FrameCapture is enabled, enable GL_OES_get_program_binaryįorceDepthAttachmentInitOnClear (Frontend workarounds) (): Disabledįorce depth attachment initialization on clear opsįorceGlErrorChecking (Frontend features) : Disabled: (IsAndroid() & isSwiftShader)įorce GL error checking (i.e. On some GPUs, program binaries don't contain transform feedback varyingsĮmulatePixelLocalStorage (Frontend features) (): Disabled: falseĮmulate ANGLE_shader_pixel_local_storage using shader imagesĮnableCaptureLimits (Frontend features) (): Disabled The browser will fall back to software compositing and hardware acceleration will be unavailable.ĪllowCompressedFormats (Frontend workarounds): Enabled: trueĭisableAnisotropicFiltering (Frontend workarounds): Disabledĭisable support for anisotropic filteringĭisableProgramBinary (Frontend features) (): Disabledĭisable support for GL_OES_get_program_binaryĭisableProgramCachingForTransformFeedback (Frontend workarounds): Disabled Gpu compositing has been disabled, either via blocklist, about:flags or the command line. WebGPU has been disabled via blocklist or the command line. WebGL2: Software only, hardware acceleration unavailable WebGL: Software only, hardware acceleration unavailable I know it was working fine like ~3 months ago and has degraded at some point since then.Ĭanvas: Software only, hardware acceleration unavailableĬanvas out-of-process rasterization: Disabledĭirect Rendering Display Compositor: DisabledĬompositing: Software only. ![]() Is the issue reproducible on the latest version of Chrome? > No, it works fine in Chrome (v1.125, on the same computer). ![]() Does the issue resolve itself when disabling Brave Rewards? > Not sure how to disable that.Does the issue resolve itself when disabling Brave Shields? > No.Can you reproduce this issue with the nightly channel?.Can you reproduce this issue with the beta channel?.Can you reproduce this issue with the current release?.Expected result:įramerate is normal, >30FPS. I'm not sure about non-Unity-based WebGL games since I haven't tried any yet.įramerate is very low, like 3-4FPS. This game is one example - but this seems to happen with nearly any 3D Unity-based WebGL game. They still run smoothly if I visit them in Chrome. At some point in recent weeks or months I started to notice that many Unity-based WebGL games are very laggy in Brave, including games that used to run smoothly.
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