requestAnimationFrame

Monkey Targets Forums/HTML5/requestAnimationFrame

SLotman(Posted 2013) [#1]
I was reading on some HTML5 canvas optimizations, and then I stumbled on this:

http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/

It talks about a "requestAnimationFrame", which aims at 60 fps - I didn't understand a lot of whats really going on with this, so anyone here, experienced with html5/JS/Canvas can comment? Would this be something to help in monkey performance?


nikoniko(Posted 2014) [#2]
I an back to this theme again.

Now I try to change html5 target to use requestAnimationFrame() always, not only for SetUpdateRate(0)

It doesn't speed up html5 app/game, but helps drop CPU loading about 2 times for desktop browsers (really in virtual machine where it has no hardware acceleration).


nikoniko(Posted 2014) [#3]
Most of android devices don't support requestAnimationFrame()
http://caniuse.com/#feat=requestanimationframe