This week we've got a series of updates for you after being hard at work...
First up is some research we've carried out to help us get the most out of low-powered TV platforms - which we hope will make it easier for us to create high quality user interfaces for our services:
@BBCRD unexpected and interesting. I'd feel like this is more of a suggestion that the WebGL implementation wasn't sufficiently optimized, WebGL optimization is kind of a bottomless pit. Though maybe there's a way that WebGL taxes the system that makes frame drops unavoidable regardless of implementation. Embedded systems are another world.
@BBCRD Interesting read. Could it be that the computer you used for testing simly didn't have as optimized hardware/software?
You claim that the difference is from different measurement methods (I agree that HDMI capture is a better "ground truth" metric), but it doesn't seem you actually tested requestAnimationFrame().
If requestAnimationFrame() testing showed that the WebGL framework was slower than the DOM framework, then you couldn't outright dismiss the WebGL framework's claims.
@BBCRD have you done any work about using on screen captions so small on sports that they are only readable on a huge HD TV and not on a tablet and absolutely not if I mirror it to my phone screen in part of my home with imperfect WiFi.