Adobe Flash Player 11.2 Beta 2

Adobe Flash Player is the high performance, lightweight, highly expressive client runtime that delivers powerful and consistent user experiences across major operating systems, browsers, mobile phones and devices.

Installed on over 750 million Internet-connected desktops and mobile devices, Flash Player enables organizations and individuals to build and deliver great digital experiences to their end users.

  • Immersive experiences with Flash video, content and applications with full-screen mode.
  • Low-bandwidth, high-quality video with advanced compression technology.
  • High-fidelity text using the advanced text rendering engine.
  • Real-time dynamic effects with filters for Blur, DropShadow, Glow, Bevel, Gradient Glow, Gradient Bevel, Displacement Map, Convolution, and Color Matrix.
  • Innovative media compositions with 8-bit video alpha channels.
  • Blend modes, radial gradient, and stroke enhancements.
  • Additional image formats: GIF, Progressive JPEG, and PNG.

Download: Adobe Flash Player 11.2 Beta 2 | 3.6 MB (Freeware)
View: Adobe Flash Player Website | Release Notes

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18 Comments

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Now, adobe, offload all vector / bitmap rendering on the GPU and I will be happy.
Great you have a fast CPU-centralized vector / bitmap rendering engine... but ain't that the GPU's task these days?
And do not give me the whole New API stuff, I want very nice GPU offloading for existing flash games and content.

Aerah.Eleganta said,
Now, adobe, offload all vector / bitmap rendering on the GPU and I will be happy.
Great you have a fast CPU-centralized vector / bitmap rendering engine... but ain't that the GPU's task these days?
And do not give me the whole New API stuff, I want very nice GPU offloading for existing flash games and content.

It's already doing that.

Boz said,

It's already doing that.


Then it is doing so very badly.
Difference between low and high settings is antialiasing - which in Adobe's Flash Player raises CPU use significantly.
Java2D outperforms Adobe Flash for example... because it is hardware accelerated.

Aerah.Eleganta said,

Then it is doing so very badly.
Difference between low and high settings is antialiasing - which in Adobe's Flash Player raises CPU use significantly.
Java2D outperforms Adobe Flash for example... because it is hardware accelerated.

Aerah, the GPU acceleration for drawing everything is done through Stage3D APIs. DisplayList by default doesn't accelerate with GPU, developers have to modify their code to use Starling framework or to use the Stage3D APIs.

The capability is there and a lot of new stuff being built is actually using it but older content still has to be modified to take advantage of that because they had to keep software rendering due to compatibility. It's the same with anything really.

If you want to use hardware acceleration with Javascript or HTML5 you have to code your web app to take advantage of webkit's new CSS properties, you have to have a new browsers supporting it and in general you have to use canvas because canvas is the one getting accelerated. Eventually most of the content will be GPU accelerated in Flash, and multithreaded too, it just can't be overnight.

Boz said,

Aerah, the GPU acceleration for drawing everything is done through Stage3D APIs. DisplayList by default doesn't accelerate with GPU, developers have to modify their code to use Starling framework or to use the Stage3D APIs.

The capability is there and a lot of new stuff being built is actually using it but older content still has to be modified to take advantage of that because they had to keep software rendering due to compatibility. It's the same with anything really.

If you want to use hardware acceleration with Javascript or HTML5 you have to code your web app to take advantage of webkit's new CSS properties, you have to have a new browsers supporting it and in general you have to use canvas because canvas is the one getting accelerated. Eventually most of the content will be GPU accelerated in Flash, and multithreaded too, it just can't be overnight.


Whats stopping existing flash content from being hardware accelerated?

Scaling, rendering rasterized objects is elementary GPU operations. Vectorized content, not so much, but still can be done. Flash content are directions to be run by Flash - Flash is simply choosing not to offload them to the GPU.

Adobe Flash is simply concentrating on Video too much and too little for GPU offloading for the rest.

Aerah.Eleganta said,

Whats stopping existing flash content from being hardware accelerated?

Scaling, rendering rasterized objects is elementary GPU operations. Vectorized content, not so much, but still can be done. Flash content are directions to be run by Flash - Flash is simply choosing not to offload them to the GPU.

Adobe Flash is simply concentrating on Video too much and too little for GPU offloading for the rest.

You don't understand the topic in hand so you are just going by your own logical reasoning.

You can't offload existing content because display list and other Flash functionality was engineered way before we even had anything GPU accelerated on the web.. even before h.264.

For the legacy reasons you can't just "offload" stuff to GPU. It doesn't work like that.

If it was that easy we would have had hardware accelerated HTML/JS/CSS years ago. Why can't you just offload existing HTML/CSS/JS just to GPU?

It doesn't work like that. As Flash moves forward I'm sure that Adobe can do something to try to achieve something by integrating Starling framework directly into the display list in AS3 and have people just recompile their existing Flash applications etc.

If you are making stuff now, you are able to leverage GPU acceleration fully.

Adobe/Flash is not the only one who is dealing with this btw.. it's just that there's so much unwarranted hate out there for Flash now that people are just completely ignorant to the same issues you see everywhere else.

As technology progresses you need to build new stuff to take advantage of it. It's really simple as that. Just like ipad apps looked like crap and didn't take advantage of screen but were "upscaled" just as we had to get GPU hardware support in our graphic cards in order to render H.264 with hardware acceleration, it's the same case with Flash.

You need to take advantage of new APIs, hardware support and so on to get better content. This is not to say that existing Flash content is NOT benefiting new Flash Player. The existing content is significantly faster now and if you used Cache as Bitmaps or you use new features in Flash IDE like checking render/export as bitmap next to your vector graphics they will be in fact cached by GPU and accelerated.

Boz said,

You don't understand the topic in hand so you are just going by your own logical reasoning.

You can't offload existing content because display list and other Flash functionality was engineered way before we even had anything GPU accelerated on the web.. even before h.264.

For the legacy reasons you can't just "offload" stuff to GPU. It doesn't work like that.

If it was that easy we would have had hardware accelerated HTML/JS/CSS years ago. Why can't you just offload existing HTML/CSS/JS just to GPU?

It doesn't work like that. As Flash moves forward I'm sure that Adobe can do something to try to achieve something by integrating Starling framework directly into the display list in AS3 and have people just recompile their existing Flash applications etc.

If you are making stuff now, you are able to leverage GPU acceleration fully.

Adobe/Flash is not the only one who is dealing with this btw.. it's just that there's so much unwarranted hate out there for Flash now that people are just completely ignorant to the same issues you see everywhere else.

As technology progresses you need to build new stuff to take advantage of it. It's really simple as that. Just like ipad apps looked like crap and didn't take advantage of screen but were "upscaled" just as we had to get GPU hardware support in our graphic cards in order to render H.264 with hardware acceleration, it's the same case with Flash.

You need to take advantage of new APIs, hardware support and so on to get better content. This is not to say that existing Flash content is NOT benefiting new Flash Player. The existing content is significantly faster now and if you used Cache as Bitmaps or you use new features in Flash IDE like checking render/export as bitmap next to your vector graphics they will be in fact cached by GPU and accelerated.


Ain't SWF format just data and instructions in the form of API calls for Adobe Flash to execute? From everything you say this is not the case, as if it was Adobe could have simply changed how these calls do what (NOT what they do, but how they do it) they do and achieve much greater performance?

Current (2010-11) adobe flash content (vectorized / rasterized games) are incredibly slow (for the absolutely unimpressive ***p that these games visually are) so are these people doing something wrong? ... all of them?

What HTML code does hasn't change though, there is a specification and well, if you code to that specification, you will be ready to go. How HTML code is executed has changed. Hopefully PCs will catch up to Consoles in terms of GPU/CPU DMA performance so we would see a larger 'abandoning' of the CPU than DirectX11.

ThaCrip said,
any real difference from the 11.1 update (v11.1.102.55) i got earlier?

Not reallly..just wait it out till it's official next week.

Neobond said,
Is there still a beta notification to the bottom right of all flash objects or has that now been removed?

Give me a second and I'll try it out and report back on that. Bugged me with the first beta as well.

Edit: Nope, not present any longer. Hurray!

Jub Fequois said,

Give me a second and I'll try it out and report back on that. Bugged me with the first beta as well.

Edit: Nope, not present any longer. Hurray!

It's still there. I uninstalled and reinstalled with the links in the OP and it says 11,2,202,61d Incubator Build still.

Belazor said,
It's still there. I uninstalled and reinstalled with the links in the OP and it says 11,2,202,61d Incubator Build still.
Ignore this, it was an old dll file that still remained, had to shut down a bunch of apps and nuke it manually.

can you say multi-threaded video GPU acceleration?!

Adobe just keeps kicking it out of the ball park. Flash 11.2 is just the beginning of some truly amazing stuff to come.

Boz said,
can you say multi-threaded video GPU acceleration?!

Adobe just keeps kicking it out of the ball park. Flash 11.2 is just the beginning of some truly amazing stuff to come.

If Adobe's able to do vector bitman and all that stuff on the GPU, there's no way MS and Apple could hate it It's already an amazing feat having multi threaded GPU taks.

Boz said,
Adobe just keeps kicking it out of the ball park. Flash 11.2 is just the beginning of some truly amazing stuff to come.

Flash 11.2 isn't as smooth as silverlight v1.0 released in 2007 at playing HD video. Flash is awful, their programmers clearly can't code if hd video still uses loads of cpu years on.

torrentthief said,

Flash 11.2 isn't as smooth as silverlight v1.0 released in 2007 at playing HD video. Flash is awful, their programmers clearly can't code if hd video still uses loads of cpu years on.

Eh? video is using 0% CPU in Flash now.. all Youtube videos and other services have upgraded to StageVideo. Silverlight has always been a second fiddle to Flash and it's no different now.

Flash 11.2 is bringing some of the features that will be present in Flash 12 fully like multi-threaded video decoding as well as further optimizations for true game console like gaming that is fully 3D GPU accelerated. Just look at the Unreal 3 engine and the new games coming out these days that look just stunning!