User-Agent: Mozilla/5.0 (X11; Linux x86_64; rv:2.0b10pre) Gecko/20110117 Firefox/4.0b10pre Build Identifier: Mozilla/5.0 (Android; Linux armv7l; rv:2.0b10pre) Gecko/20110117 Firefox/4.0b10pre Fennec/4.0b4pre I haven't seen any WebGL demo that runs "smoothly" (at least 15fps) on my Android Phone (HTC Desire, both using HTC's default ROM or a Cyanogen MOD + overclocking to 1.2GHz) using Fennec for months. There seems to have a quite constant overhead costing lots of "fps" to run any WebGL context right now. Simple scenes are almost as affected as heavy scenes Reproducible: Always Steps to Reproduce: 1.Go to http://webglsamples.googlecode.com/hg/aquarium/aquarium.html 2.Check all options, 500 fishes 3.Uncheck all options, 1 fish Actual Results: Step 2. gives me 2 FPS Step 3. gives me 3 FPS Expected Results: Step 3. should at least produces 10-15 fps, and I guess Step 2. can too (according to what "native" games can achieve on my phone), as it seems that it's not GPU related (otherwise the Step 3. should have far worse recsults than Step 2.)
I've swapped Step 2. and 3. in my last comment, should be: "otherwise the Step 2. should have far worse results than Step 3."
The WebGL aquarium runs at 2 or 3 fps also on Samsung Galaxy Tab 10.1 and Samsung Galaxy S II. In both cases, toggling the effect&fish options to minimum and maximum makes no difference. Thus, the problem isn't related to the complexity of the scene. My wild guess is that Fennec ends up doing readbacks from the GPU and the readback perf is constant and bad.
Looks like force-enabling layers acceleration doesn't make this problem go away.