Comments (2)
I don't know much about how integrated GPUs work, but I would assume that in this context GPU usage equates CPU usage. Correct me if I'm wrong.
I know the extension uses quite a lot of GPU time, depending on the shaders that are used. From my superficial investigation that might be related to THREE.js. The online version of shadertoy does not use the THREE.js framework, but afaik does all the webgl code themselves. But I can't say for sure if it is an issue with how we're using the library or if it is actually doing too much work. It is certainly something work investigating, but probably requires a more involved solution.
Do you have an example of which shaders cause the high usage or does it happen really on any shader?
from shader-toy.
Is this better in the latest version that uses async I/O?
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Related Issues (20)
- iMouse.w behavior is different from Shadertoy
- Make available as web extension HOT 2
- Compilation Error with includes HOT 2
- Feature request: setting to start the shader paused HOT 5
- Feature request: leave the preview alone if compilation fails HOT 2
- Feature request: GLSL ES 3.0 Support HOT 1
- bug report on self-input-buffer and solution to it HOT 1
- Feature request: import from shadertoy url and from shadertoy export json HOT 2
- Frametime panel blocks the Controls panel
- Feature request: export as video HOT 7
- Feature request: breakpoint debug shaders HOT 1
- Feature request: reload texture when the image changes
- Recording w/ the framerate graph enabled errantly records the framerate graph and not the shader HOT 1
- Feature request: Export Frames as PNG for High-Resolution Video Creation HOT 1
- Add .reloadOnSave HOT 1
- can't run glslify example HOT 5
- Cant preview any shader HOT 1
- Compilation error when using #define HOT 1
- Weird Artifact on Custom Screenshot Resolutions
- The menu is displayed even for files other than .glsl.
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