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It's not mentioned in the blog post, but OMTP is expected to ship for Windows in Firefox 58 (January) and Mac and Linux in Firefox 59 (March).

Windows bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1403935

I've been using Nightly (currently v.59) for several months on Linux, and I can't honestly remember the last time it crashed.
Bit sarcastic but did web browsers developers just discover how it's been done in real-time graphics applications (eg. games) for decades...?
I remember hearing that Firefox’s recent engineering work is actually directly based off game development.
Yes :) all current browser engines have their roots in the Nineties (webkit is also based on KHTML). This is what WebRender (part of Servo) to be added to Firefox Quantum / Gecko will change.
I find this article very confusing. According to the second diagram, they get 60 fps, but it's still off by 2, which is not good, and rasterization takes almost a full frame, which I find hard to believe. In the next paragraph they say that rasterization only takes 10-20% of a frame. They say it was a data-driven decision, but I don't see any data supporting it. Even the graphs in the "Benchmarks" section use relative percentages, which tells me very little.

They should have used only ms/ns for every timing/graph, not FPS or relative percentages of whatever that was.

I don't quite understand the graphs. If all we did was move rasterization to a separate thread, how does it take any time in the frame at all? Are we measuring instead the cost of synchronization/contention? If we measured rasterization time exactly the same, wouldn't the absolute quantities be relatively similar since we aren't changing the rasterization algorithm itself?

One interesting thing I realized reading this is that I've never bothered looking at Direct2D, having used Direct3D forever.

Is advanced layers still DirectX only?