Hi,
With latest version of Canary (59), my Unity WebGL application does not detect WebGL 2.0 support, even if enabled in chrome flags.
Same application detects well WebGL 2.0 support in stable chrome (57).
See 2 screens for more informations:
Hi,
With latest version of Canary (59), my Unity WebGL application does not detect WebGL 2.0 support, even if enabled in chrome flags.
Same application detects well WebGL 2.0 support in stable chrome (57).
See 2 screens for more informations:
Is this the same computer? You need a DirectX 10.1 (feature level) gpu to use WebGL 2 with chrome/firefox (angle). So it’s still possible that you’ll only have access to WebGL 1 on devices that don’t meet the minimum requirements.
Obviously if its the same computer then something is wrong somewhere. ![]()
Thanks for your answer,
This is the same computer indeed.
However, I am being in remote desktop. I don’t know if it can affect my current DirectX feature level enabled.
Anyway, I am in remote desktop for both cases, so the fact remains that in the same context I have too different behavior on Chrome Stable and Chrome Canary.
[SOLVED]
This was due to Remote Desktop Connection. The driver used in this case creates some stange behavior.
By adding ‘–ignore-gpu-blacklist’ to command line of Canary, the issue disappeared. When opening it later on the computer (not in remote desktop !) and removing ‘–ignore-gpu-blacklist’, it worked fine.
So mainly when in remote desktop, the gpu is ‘blacklisted’ by chrome and so disabled WebGL 2.0.
I don’t know if this is intended behavior of a bug.
This is intended since all of the VM gfx devices and their drivers only support basic features.