Hey, So i just saw this post: http://blogs.windows.com/msedgedev/2015/05/07/bringing-asm-js-to-chakra-microsoft-edge/ Did anyone try to run his Unity WebGL exported game on the Microsoft Edge browser ? Early versions are available and included in the Windows 10 preview. I wonder how it works.
I wonder if WebGL in Edge on Win 10 is actually using DirectX 12 to render! Look at the particle benchmark!
Thanks liortal and Arowx ... gr8 questions. I'd like to know too. Look forward to some clarity. (liortal your icon looks like a logic element ... my fav is the C-element.
I've been working on a WebGL project and upgraded to Win 10, so far found that with my project Edge is not outperforming firefox. Just tried it again with asm.js turned on (about:flags in Microsoft Edge and select the “Enable asm.js”) and it's quite nippy! But music keeps playing after the game has closed and hardware cursor does not work.
DirectX 12 needs multi-threading in order to achieve the amazing performance improvements that are frequently presented. According to the roadmap, those changes might be introduced with Unity 5.3. Whether the multi-threading advantages can be used in WebGL at that time is another question, though it is not impossible.
It's more complex than that, a lot of the benefit of DirectX 12 is the reduced draw call overhead, materials and meshes data can be loaded onto the GPU and then a draw call just needs to update the changes e.g. scale/position/rotation of the rendered objects. And in theory draw calls via WebGL could be distributed across multiple threads within the browser.
Was an official reason, for the hardware cursor not showing in MS Edge, disclosed? I'm seeing that issue now in a WebGL demo i made here: http://goo.gl/XCKX8h It's a very simple UI, and works ok in Firefox and sometimes without the stuttering in Chrome (if I 1st load the same demo in MS Edge) Thanks.
This is a bug in Edge. See here: https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/5781679/