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Internet Explorer 11.0.3 fixed these few mentioned bugs as well:

 

WebGL

https://connect.microsoft.com/IE/feedback/details/810829/glsl-mat3-constructor-taking-a-mat4-is-not-supported#tabs

https://connect.microsoft.com/IE/feedback/details/814134/ie11-webgl-vertexattribpointer-only-support-the-type-float

https://connect.microsoft.com/IE/feedback/details/806361/webgl-gl-vertexattribpointer-with-gl-unsigned-byte-is-not-supported#tabs

https://connect.microsoft.com/IE/feedback/details/799709/ie-11-unable-to-use-parameter-qualifiers-out-inout-in-glsl-functions#tabs

 

I want to test WebGL Testsuite with my flaky Internet connection on 11.0.3 but it gives so unreliable result to me and sometime browser also show "recover webpage error"; below one is the only result I can manage to get.

1.0.1: 10083 of 11655 passed, 1 timed out

 

This demo also works fine now: http://threejs.org/examples/webgl_loader_vtk.html

 

Some more changes in IE 11.0.3:

 

Depth / Stencil Bits changed from [24, ] to [24 , 0]

ybGNNNP.png

 

DOM Explorer also got two changes:

4wgGpKf.png

 

"Changes" highlights changes made to CSS.

:a symbol enable pseudo states panel

 

Debugger got two new button:

MrjLtqx.png

 

Second last one is for "Debug all code" and last one is for "Toggle Source Map"

 

Debug all code also appear in Debugger in here as well:

9J8NIRc.png

 

Another button appear in Console:

It is "clear on navigate enabled"

D9QiNMO.png

 

Emulation mode also got small change:

its link which leads to article explaining stuff.

c5wynaU.png

 

UI Responsiveness and Memory Profiling got new text with shortcut indication:

v7NNz2a.png

 

 

http://test262.ecmascript.org/ failures on 5.1 test suite:

11.0.2

X7gQPKd.png

 

11.0.3

6kV2Pot.png

 

Good improvement!!!

 

As people might around know, I am obsessed with browsers. So checking IE 11.0.3:

Another WebGL extension support:

11.0.2

EY0YHjZ.png

11.0.3

tWL3WgO.png

Another new option of developer tools:

13nHp0b.png

If you want me to test any particular test or features, let me know...

IE11 metro has a strange (uncompliant) behaviour with screen rotation.

When rotating, it zooms to adjust the content to the new screen size, instead of redrawing the content. This breaks responsive designs.

Interestingly, IE desktop behaves correctly : when maximised, if you rotate your device the page will be redrawn according to the new size.

 

Not sure if i'm clear ?

Does IE metro still behaves like this in this update ?

 

Thanks

I doubt they'll bother to make any type of deal out of this specific version now that IE updates by default.  The current version on 8.1 for me is 11.0.2, if they do bump it to 11.1 internally they'll still market it as IE11 until Windows 9 comes next year and we get IE12.

Thanks for posting this, you'd never usually get something detailed like this in a Neowin article.

I know it's a pointless test, but could you try html5test.com and see if 11.03 scores any higher?

 

Already tried but no increase. Also no increase on CSS3test.com as well.

IE11 metro has a strange (uncompliant) behaviour with screen rotation.

When rotating, it zooms to adjust the content to the new screen size, instead of redrawing the content. This breaks responsive designs.

Interestingly, IE desktop behaves correctly : when maximised, if you rotate your device the page will be redrawn according to the new size.

 

Not sure if i'm clear ?

Does IE metro still behaves like this in this update ?

 

Thanks

 

I do not own Surface or any Windows tablet, so I can't confirm this for you. Sorry!!!

  • 3 weeks later...

:a symbol enable pseudo states panel from Developer tools is gone in latest build from previous location but now it is present at new location in 

KgTQMGa.png

 

WebGL bug fixed: 

https://connect.microsoft.com/IE/feedback/details/808313/webgl-textures-with-alpha-displayed-incorrectly-when-blending-is-disabled - Work as expected

https://connect.microsoft.com/IE/feedback/details/806361/webgl-gl-vertexattribpointer-with-gl-unsigned-byte-is-not-supported - no more console errors like  ClearStencil or StencilMask and work as expected

https://connect.microsoft.com/IE/feedback/details/814134/ie11-webgl-vertexattribpointer-only-support-the-type-float - Work as expected without console errors

https://connect.microsoft.com/IE/feedback/details/806358/webgl-stenciling-operations-are-not-supported - First URL only one error in console (SUBPIXEL_BITS not supported) ; Second URL works without any error

https://connect.microsoft.com/IE/feedback/details/806359/webgl-shaders-containing-a-version-100-fail-to-compile - Works as expected

https://connect.microsoft.com/IE/feedback/details/802566/internal-compiler-error-plus-other-errors-in-webgl-application - Works as expected even in normal IE 11.0.3 while works flawlessly in IE 11.0.7

https://connect.microsoft.com/IE/feedback/details/799709/ie-11-unable-to-use-parameter-qualifiers-out-inout-in-glsl-functions - Works as expected

https://connect.microsoft.com/IE/feedback/details/791047/ie11-cant-render-most-of-webgl-demos - All three demos given under Details button works now as expected

Regarding the vertexAttribPointer fix, I still receive errors for other types including gl.UNSIGNED_BYTE...  Such as:

gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 24, 12);

WEBGL11004: INVALID_OPERATION: vertexAttribPointer

 

WEBGL11094: INVALID_OPERATION: vertexAttribPointer: Enum UNSIGNED_BYTE is not currently supported

 

Regarding the vertexAttribPointer fix, I still receive errors for other types including gl.UNSIGNED_BYTE...  Such as:

gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 24, 12);

WEBGL11004: INVALID_OPERATION: vertexAttribPointer

 

WEBGL11094: INVALID_OPERATION: vertexAttribPointer: Enum UNSIGNED_BYTE is not currently supported

 

 

I am using IE from Spring GDR. It does not show these errors in Console. Also WebGL renderer is now 0.93 in Spring GDR.

Interesting, here is IE11 version info I'm using, is this not the one that should have it solved?

 

MeHHNxl.jpg

 

If I visit, for instance, http://mjpsites.com/c2d/samples/tests/index.html with console open in IE11 it returns those errors and the rendering is corrupt.

 

The faulty code is as such:

 

gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 24, 0);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 24, 12);
gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 24, 16);

 

Interesting, here is IE11 version info I'm using, is this not the one that should have it solved?

 

~snipped~

 

If I visit, for instance, http://mjpsites.com/c2d/samples/tests/index.html with console open in IE11 it returns those errors and the rendering is corrupt.

 

The faulty code is as such:

 

gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 24, 0);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 24, 12);
gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 24, 16);

 

 

I am on Windows 8.1 Update 1 with Bing build leaked by WZor, also although previous leaked mentioned 11.0.3 build it have, newer leaked ISO has 11.0.7 in it, although its not confirmed which will be in official release one. So I told moderator to change 11.0.3 into 11 only so people don't confuse.

 

This version it has:

ta6pVrO.png

 

This is console error I get, I am using it in VMWare which does not have proper GPU driver that's why WebGL renders in software mode so ignore that warning.

y0iQ1In.png

 

WebGL 1.0 Test Suite result:

Results: (5197 of 5585 passed, 1 timed out) on 11.0.7

Results: (4102 of 5080 passed, 1 timed out) on 11.0.3 (with February Updates)

 

URL: https://www.khronos.org/registry/webgl/conformance-suites/1.0.0/webgl-conformance-tests.html

I doubt they'll bother to make any type of deal out of this specific version now that IE updates by default.  The current version on 8.1 for me is 11.0.2, if they do bump it to 11.1 internally they'll still market it as IE11 until Windows 9 comes next year and we get IE12.

You're making a lot of assumptions there.

Perhaps I know too many web developers still angry at MS for IE 6.

 

I mentioned IE 11 and they told me webgl support is still non existent due to the lack of stencils.

 

 

 

Has this been fixed?

 

As Boo Berry mentioned and I posted in this thread, stenciling operations are now supported beside subpixel_bits.

Since I currently don't have any leaked updated installed (did a clean install) I forgot to check out if 11.0.7 supports HTML5 YouTube any better (hoping for VP9 support mainly), could you check for me? http://www.youtube.com/html5

 

According to the page, IE (spring update version) still will not support WebM VP8 or MSE & WebM VP9.

 

I hope that Microsoft will push out IE 11.0.7+ to all users as soon as possible and not require the full spring upgrade to receive it, to ensure quick adaption. It does solve many WebGL problems I've experienced although still lags behind others (5196 vs 5479 in Chrome, 5460 in Firefox). It will have a much lower adaption rate if Microsoft only supports it via the spring upgrade as they've done in the past by requiring specific service packs. I think Microsoft also supports less hardware yet for WebGL and otherwise reverts to software rendering--even if the machine supports hardware WebGL in Chrome and others.

Since I currently don't have any leaked updated installed (did a clean install) I forgot to check out if 11.0.7 supports HTML5 YouTube any better (hoping for VP9 support mainly), could you check for me? http://www.youtube.com/html5

 

Youtube is banned in my country, I have to use some proxy site for this. LOL!!!

 

8iLiNdG.png

This demo also works fine in new build no Shader compilation errors etc. WebGL support has been drastically improved I must say:

http://vill.ee/eye/

 

Connect Feedback URL Bug: https://connect.microsoft.com/IE/feedback/details/827577/eye-texture-raytracing-demo-is-not-working-in-ie11

 

Transparent Canvas bug also fixed: https://connect.microsoft.com/IE/feedback/details/828441/broken-canvas-transparent-gradients#tabs

 

Keep it up fixing bugs IE, one day you will make us forget about IE6 debacle.

Non Security fixes in March Patch Tuesday:

 

-- Do you want to go to http://IntranetSiteName notification does not work in Internet Explorer
-- Caret is missing in a webpage in Internet Explorer 11
-- This page can't be displayed error when you browse a Google webpage in Internet Explorer 11
-- Bing WebGL panorama homepage is blank after reload in Internet Explorer 11
-- Double reentrancy when you press the down arrow to scroll a virtualized list of messages in Internet Explorer 11
-- Back or forward action does not work as expected on a webpage in Internet Explorer 11
-- Animated gif images do not animate on Xbox Music sites in Internet Explorer 11
-- You cannot scroll on the Text Area control in Internet Explorer 11
-- Panning is very jittery when you browse digg.com websites in Internet Explorer 11
-- Title attribute of a select element is not displayed in Internet Explorer 11
-- Internet Explorer 11 may not respond when you switch between F12 developer tools
-- Canvas content is not displayed as expected in Internet Explorer 11
-- Box shadow is not updated on a webpage in Internet Explorer 9
-- Focus-based menus do not work as expected with touch in the immersive mode of Internet Explorer 11
-- Improvement for Internet Explorer 11 add-on developers EPM compliance
This topic is now closed to further replies.
  • Posts

    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. 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Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. 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However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. 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The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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