Canvas vs SVG performance on iPad
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Canvas vs SVG performance on iPad
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Re: Canvas vs SVG performance on iPad
#2Re: Canvas vs SVG performance on iPad
#3Re: Canvas vs SVG performance on iPad
#4Re: Canvas vs SVG performance on iPad
#5Re: Canvas vs SVG performance on iPad
#6http://dbaron.org/log/20100309-faster-timeouts
However the postMessage trick is near realtime:
Re: Canvas vs SVG performance on iPad
#7I believe this test proves little useful across different browsers on different OS/hardware because setInterval and setTimeout cannot fire faster than 8-10ms on most browsers and every browser handles a "1ms" request differently. http://dbaron.org/log/20100309-faster-timeouts However the postMessage trick is near realtime: http://dbaron.org/mozilla/zero-timeout
Re: Canvas vs SVG performance on iPad
#8Painting a single rectangle against a timer resolution of 1 millisecond (which the browser won't even do) pretty much tells you nothing.
Re: Canvas vs SVG performance on iPad
#9I believe this test proves little useful across different browsers on different OS/hardware because setInterval and setTimeout cannot fire faster than 8-10ms on most browsers and every browser handles a "1ms" request differently. http://dbaron.org/log/20100309-faster-timeouts However the postMessage trick is near realtime: http://dbaron.org/mozilla/zero-timeout
The point of a settimeout or setinterval is that it will always process in the next run loop. I don't see how postMessage actually provides anything over calling a function directly.
Which means the FPS with setInterval is actually measuring how long it takes setInterval to fire, not how long it's taking to draw under the different methods.
Re: Canvas vs SVG performance on iPad
#10Somehow I doubt that SVG is being completely repainted every time its coordinates change. And since the repaints are asynchronous, I don't see how you could time them from within JavaScript.