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The Flash side was unexpectedly slow, and comments on this same article on Reddit indicate that it is because they are doing a lot of JavaScript-to-Flash communication, which is unusual for a game, as well as enabling "wmode=transparent", which allows DOM elements to be positioned on top of Flash content, slows down Flash content, and is apparently unnecessary for this page.


HTML5 does all of that out of the box without any flags, so it's a fair comparison.


Not when they are not needed, which is about 99% of the time. When I think "Flash", I think games, video and cool experiments with shining particles.

None of that requires those flags, so I think forcing those is not fair.


Flash defaults to "non-web-friendly" (windowed) flags by default, HTML5 defaults to "web-friendly" flags. As a commenter said, you can also make the canvas tag opaque by using a special browser-specific style.

If you remove the windowless flag from Flash, you would have to add the opaque flag to HTML5 to make it a fair comparison.


Could you clarify this comment? I'm unsure what HTML5 does out of the box, and what flags you're referring to. Thanks!


HTML5 allows you to position elements on top of the drawing canvas and use a transparent canvas so the background of the page would show through the drawing. Flash does not, unless you add wmode=transparent to the parameters.


It just makes it a bit of a random comparison, if changing one unneeded setting changes who "wins".


You can set the moz-opaque boolean attribute on canvii in Firefox to disable it.


I was wondering why the ball appeared clipped on the flash side, even though I can't remember having seen this problem in a flash game before. It was also unusually slow. That old 3D first-per-view demo with textures had a clearer image and was faster.

I call it unfair.




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