Win64 8.1 HD3000<p>Here is my experience.<p>On chrome it works, but... after about 15 seconds my graphics card driver crashes and the demo goes black. While it was working the demo was very laggy.<p>On firefox it worked, perfectly. It was smoothly responsive and noise was barely noticeable after 3secs.<p>On internet Explorer, trying to change the scene presets causes mem usage to climb furiously to to the point you have to kill it. otherwise the demo run beautifully and was very responsive.
I made a path traced online game few years ago ... What do you think about it? <a href="http://pog.ivank.net/" rel="nofollow">http://pog.ivank.net/</a>
Blazing fast on both Chrome and Firefox. Running on Ubuntu 14.04, nvidia gt750m(proprietary driver)<p>I wonder how would it hold up for complex scene with lots of different materials. And how far it is form having effects like Caustic.
It works great on Firefox ESR 31.<p>However on Android 4.3 and 4.4 with Chrome 39, using a Qualcomm Adreno 305 GPU, I just get a black box. As usual with most WebGL stuff.
Very nice. We do something similar, but with a production quality raytracer (V-Ray) in the browser:<p><a href="https://clara.io/view/756670ed-61b9-4df8-82a7-74172814a8a2/render" rel="nofollow">https://clara.io/view/756670ed-61b9-4df8-82a7-74172814a8a2/r...</a><p>Well, technically on a remote server that streams in.
I love the way it's at the <i>end</i> of the ray tracing that the quality seems, visually, to improve dramatically. It's almost as if, perceptually, a lot of noise or a bit of noise are quite similar, but no noise is hugely more pleasing to the eye. This also explains why some of the lower megapixel cameras which create less pixel noise sometimes have better perceptual quality.
Loading the table and chair scene caused a huge memory leak, quickly consuming 14GB of memory and then crashing Firefox.<p>It's still a cool demo though!