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Re: [Public WebGL] frame timing and continous scaling
I'd recommend you ask this question on firstname.lastname@example.org
As an aside, I haven't witnessed requestAnimationFrame being throttled to 30 FPS by UAs. At least Chrome and Firefox on my Mac laptop will both render content with irregular frame times (resulting in the app measuring anywhere between 30 and 60 FPS) if they're GPU bound. I don't understand the details of the algorithm you've described, but perhaps having a window near 60 FPS where the algorithm either maintains the current scene complexity, or periodically tries to increase it, it would avoid the problem of it immediately dropping to 30 FPS because it doesn't know how much faster than 60 FPS the content could potentially render.