alagatar Posted September 13, 2015 Share Posted September 13, 2015 Hi,I found big issue with performance html5 canvas on android with lastest firefox 40.0.3 and chrome 45.0.2454.84.Base demo has near 25 fps, in native android browser it stable 60 without any gaps.IF any know some tips for new browsers for force fps stabilization on canvas for some other it will be great know it.Best regards,Victor Quote Link to comment Share on other sites More sharing options...
JazzAceman Posted September 13, 2015 Share Posted September 13, 2015 I've performed a some tests and I couldn't find any performance problems on a [Moto G, Android 5.0.2] @Chrome 45.0.2454.84 and @Firefox 40.0.3. My test scenario:Drawing an animated Sprite (using a sprite sheet from the web with 27 animation frames each 130x150px) multiple times onscreen to the canvas. The results: [Chrome results]150x: 60 FPS300x: 53 FPS450x: 40 FPS600x: 31 FPS900x: 22 FPS1000x: 20 FPS [Firefox results]150x: 60 FPS300x: 51 FPS450x: 38 FPS600x: 31 FPS900x: 22 FPS1000x: 20 FPS [Opera results] [control test]600x: 33 FPS1000x: 21 FPS Which device are you using? And which Android version? How does your test scenario look like? Quote Link to comment Share on other sites More sharing options...
alagatar Posted September 13, 2015 Author Share Posted September 13, 2015 I'm using haxe and openfl, this issue present when use tilelayer, which use optimized drawTiles. I try spritelist 1024x1024 and 512x512, same result.Strange that i not draw anything on screen only update tilelayer which must draw tiles when it added.Tested on lenovo p780 (1280x720, 1gb ram, 4 cores, android 4.4.2) Quote Link to comment Share on other sites More sharing options...
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