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Limit the frame-rate being targeted with requestAnimationFrame
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/* | |
limitLoop.js - limit the frame-rate when using requestAnimation frame | |
Released under an MIT license. | |
When to use it? | |
---------------- | |
A consistent frame-rate can be better than a janky experience only | |
occasionally hitting 60fps. Use this trick to target a specific frame- | |
rate (e.g 30fps, 48fps) until browsers better tackle this problem | |
natively. | |
Please ensure that if you're using this workaround, you've done your best | |
to find and optimize the performance bottlenecks in your application first. | |
60fps should be an attainable goal. If however you've tried your best and | |
are still not getting the desired frame-rate, see if you can get some mileage | |
with it. | |
This type of trick works better when you know you have a fixed amount | |
of work to be done and it will always take longer than 16.6ms. It doesn't | |
work as well when your workload is somewhat variable. | |
Solution | |
---------------- | |
When we draw, deduct the last frame's execution time from the current | |
time to see if the time elapsed since the last frame is more than the | |
fps-based interval or not. Should the condition evaluate to true, set | |
the time for the current frame which will be the last frame execution | |
time in the next drawing call. | |
Prior art / inspiration | |
------------------------ | |
http://cssdeck.com/labs/embed/gvxnxdrh/0/output | |
http://codetheory.in/controlling-the-frame-rate-with-requestanimationframe/ | |
*/ | |
var limitLoop = function (fn, fps) { | |
// Use var then = Date.now(); if you | |
// don't care about targetting < IE9 | |
var then = new Date().getTime(); | |
// custom fps, otherwise fallback to 60 | |
fps = fps || 60; | |
var interval = 1000 / fps; | |
return (function loop(time){ | |
requestAnimationFrame(loop); | |
// again, Date.now() if it's available | |
var now = new Date().getTime(); | |
var delta = now - then; | |
if (delta > interval) { | |
// Update time | |
// now - (delta % interval) is an improvement over just | |
// using then = now, which can end up lowering overall fps | |
then = now - (delta % interval); | |
// call the fn | |
fn(); | |
} | |
}(0)); | |
}; |
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/* | |
Feel free to play with this over at http://jsfiddle.net/addyo/Y8P6S/1/. | |
You can either use the Chrome DevTools Timeline or FPS counter to confirm | |
if you're hitting a consistent fps. | |
*/ | |
// rAF normalization | |
window.requestAnimationFrame = function() { | |
return window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
window.msRequestAnimationFrame || | |
window.oRequestAnimationFrame || | |
function(f) { | |
window.setTimeout(f,1e3/60); | |
} | |
}(); | |
// define a reference to the canvas's 2D context | |
var context = television.getContext('2d'); | |
// create a buffer to hold the pixel data | |
var pixelBuffer = context.createImageData(television.width, television.height); | |
function drawStatic() { | |
var color, | |
data = pixelBuffer.data, | |
index = 0, | |
len = data.length; | |
while (index < len) { | |
// choose a random grayscale color | |
color = Math.floor(Math.random() * 0xff); | |
// red, green and blue are set to the same color | |
// to result in a random gray pixel | |
data[index++] = data[index++] = data[index++] = color; | |
// the fourth multiple is always completely opaque | |
data[index++] = 0xff; // alpha | |
} | |
// flush our pixel buffer to the canvas | |
context.putImageData(pixelBuffer, 0, 0); | |
}; | |
limitLoop(drawStatic, 30); |
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love your work dude thank you