chrome doesn't have smoothly variable dt
which makes jank really obvious in chrome
if you make a simple program that plots dt against time (or add one into your game) , then stress the browser/cpu/gpu you will see that
chrome does only 16ms OR 33ms
nothing in between !
i think this is a major cause of people's performance complaints and jank / stuttering complaints
as soon as chrome cant handle 1/60, or something fires up outside the browser, even for a nanosecond, it drops a single 1/30
then you get a nasty jank (even if you are framerate independent it is noticeable as your game only has one 33ms frame as reference for dt)
the more stressed chrome gets the more single 1/30s it starts droping, the more janks you get.
also if you are running on old or weak hardware , for chrome then it is a constant tug between only two choices , 16ms or 33ms
and it will be dropping those sporadic 33s or 16s in singles
so even if you are framerate independent the jankyness will be really obvious on older hardware
but running in edge everything always feels much smoother
even if ultimate performance might not be as good as chrome
you dont get the big janks unless you really push it
i was wondering why this was and when I run the same plot program in edge I see that dt is constantly and smoothly variable
if something kicks in that might affect dt edge is smoothly manoeuvring dt ,
edge will even try to compensate by following high dt with a few dt less than 16ms if possible
and if you are pushing it , or on old or weak hardware edge will try to maintain a more regular, but higher, dt
making your framerate independent game a much smoother experience
im not a tech guy so I dont know how, when where dt is managed or calculated,
i thought it would be directly managed by the cpu but it seems the browsers can treat dt in different ways
is this a thing or am i talking sh1te?