New additions, scripting updates, lots of bug fixes, and more.
I can't notice any difference at all for the low-latency canvas. I've created this JSFiddle for testing based on the demo provided by the Chromium developers.
How to use:
1. Run and draw on the bottom-right canvas
2. Change "desynchronized:..." to "false" (line 4)
3. Run and draw again
I think you'd need a high speed camera to accurately measure any difference. It might be better to try to follow up with Google about it since the option enables a different mode inside Chrome, which we don't have any control over or insight into.
It's probably just a very minor improvement. Good to have support for it regardless. Thanks for adding cutting-edge tech into C3!
I have tried and for me the difference is massive. Set to true, the canvas draws at something around 5 fps, set to false, it draws at 60fps with no lag whatsoever.
My PC has some hard times dealing with RAM and CPU utilisation and Chrome has had a history of running very badly on my computer, so I can definitely see the difference.
Here is a gif showing this:
media.giphy.com/media/h4xrgs6HNsqS4xOWqE/giphy.gif
It looks like it's lagging on your end. Maybe something you want to report to crbugs.
Low latency canvas should make things faster, not slower.
Ah lmao I thought setting to false activated the low latency one