I haven't yet looked into the code generating this site, but correct me if i'm wrong but isn't a higher FPS largely useless if your monitor cannot display it?<p>In other words, the code at <a href="http://www.nerds-central.com/Linear-Scan-Test.html" rel="nofollow">http://www.nerds-central.com/Linear-Scan-Test.html</a> looks like this code is using the antiquated setTimeout() method of determining frame rate.<p>A better way to do it, at least for chrome and firefox users, is to use the newer requestAnimationFrame() function: <a href="http://paulirish.com/2011/requestanimationframe-for-smart-animating/" rel="nofollow">http://paulirish.com/2011/requestanimationframe-for-smart-an...</a> This allows for the browser to notify the script when its ready to display a new frame, resulting in more efficient animation execution.<p>Using FPS for benchmarking is good, but suffers from the same shortcomings as glxgears.
I've found IE to be faster too.<p>Usually when developing web apps I get things working in Firefox first then test in the other browsers.<p>Lately I've been doing some work with Canvas and found IE to be the fastest for drawing large (many points) polygons(* ). I never thought I'd say this but it's been a lot more pleasant to develop in IE, at least during the proof-of-concept stage where I haven't done much optimizing or caching.<p>(* ) I haven't benchmarked whether it's the canvas drawing or javascript engine (or both) that's faster, just that overall I'm getting 30+% better performance from IE