javascript - HTML5 low FPS on Firefox even when rendering just text -
I'm writing a side-scroller in HTML5, just as a side project and to get hold of HTML5 for. However, I am having some FPS issues - most of them I have just resolved by optimizing the render code and reducing the texture size. Most of the browsers on most browsers I am very much at 60 fps ... the exception of firefox Along with the end, I removed 99% of my code, as long as I'm using only framerate in the canvas - I still have Firefox Iche appears 25-30 fps. I am thinking that I am doing something wrong by default. With 60 fps in Microsoft Firefox, I can get more than 250 fishes, so it does not look like Firefox or my system.
My barebones code is as follows (I tried to JSDE it, but I do not think it's like HTML5). Note, I realize that since I am just updating every other framerate, I should not present every frame text, but I have left it to clarify the issue.
& lt; Html & gt; & Lt; Top & gt; & Lt; Title & gt; FPS Demo & lt; / Title & gt; & Lt; / Head & gt; & Lt; Body & gt; & Lt; Div id = "viewport" & gt; & Lt; Canvas ID = "Layer 1" width = "640" height = "480" style = "border: 1px solid # 000000;" & Gt; & Lt; / Canvas & gt; & Lt; / Div & gt; & Lt; Script type = "text / javascript" & gt; Window.onload = function () {GameLoop (); }; // Global Wars layer layer 1 = document. GetElementById ('layer1'); Var Context = Layer 1.getContext ('2d'); Var lastLoop = new date; Var framescount = 0; Var FPS = 0; // Simple Gamelon Function Gameless () {requestAnimFrame (GameLoop); // calculate fps var thisLoop = new date; If (this loop - the last loop> = 1000) {fps = frameCount; The last look = elimination; Frame count = 0; } Framecount ++; // render FPS as TPS reference. Clear Line (0, 0, 100, 20); Context.fillStyle = "black"; Context.fillText ( "FPS: + (FPS | 0), 10, 10);} / ** * requestAnim shim layer Paul works to optimize * animation loop by Irish first API * finds * otherwise settime default (for). * / Window.requestAnimFrame = (function () {return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (/ * function * / callback, / * DOMElement * / element) {window.setTimeout (callback, 1000/60);};}) (); & Lt; / script & gt; & Lt; / body & gt; & Lt; / Html & gt;
Any help greatly appreciated Aagi! Thank you.
It seems that this rendering of FPS as text that slow your loop down like being. check out this example: I repeated my results in Firefox, and then just be moving only rendering to the framerate for when calculated Found from 60 fps
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