requestAnimationFrame resource consumption: redrawing whole or part of canvas - javascript

As seen from Stuck with SetInterval ,SetTimeOut and Requestanimationframe or the like, requestAnimationFrame repeat "once the browser is ready". In other words, it keeps the browser busy.
I'm creating a "hover" effect using "mousemove" when plotting a chart with many data points. It's easy to do by reploting the whole chart/canvas using requestAnimationFrame repeatedly. Code is short in this case.
Instead of the whole canvas, I tried to replot only the data point under mouse (hover, <1% of the canvas) using requestAnimationFrame. For that several arrays need to be added and the code is longer.
It can be different from case to case, but in general, is requestAnimationFrame a resource-intensive method? Redrawing the whole canvas for the sake of <1% of the area seems not sound economically.

requestAnimationFrame is not resource intensive, its purpose is to adjust the CPU consumption to what the screen can display (in terms of framerate).
You can assume that requestAnimationFrame allows your code to be ran once per frame of the screen. It's up to you to optimize the code of the callback so it doesn't recompute positions, shapes and colors of static things (only the point under the cursor).

Redrawing the whole canvas isn't the problem, the problem is redrawing the same image every frame.
Instead, redraw only when something has changed in your graphic.
You could start an infinite requestAnimationFrame (rAF) loop waiting for the state to change, but this will force the browser to stay in an animated mode, which forces it to enter some branches in the event-loop that it could otherwise ignore (specs). See this answer of mine for more details.
Given that mouse events are now throttled to screen refresh rate, in modern browsers you wouldn't even win by throttling this event in rAF, except that all the browsers still don't do that, looking at you Safari....
So to summarize,
Clear all / Redraw all. Painting only part of the canvas doesn't improve perfs that much, and this way you avoid a lot of trouble at coding.
Redraw only when your graphics changed. Avoid useless renderings.
Avoid keeping a requestAnimationFrame loop active for nothing. It just saves trees.

Related

Html5 Canvas "Composite Layers" causing long frames

I have a javascript client that runs on a web page, drawing with requestAnimationFrame to the canvas and communicating via websockets to my NodeJS backend server (using the 'ws' module on the server side).
Profiling with Chrome DevTools, it seems that the combined time for scripting, rendering, & drawing each frame is only at maximum a few milliseconds. Yet there's still jank -- long frames from 20 - 40ms.
The timeline shows that in almost all of these cases there is a "response" that exceeds the length of the frame and/or a "Composite Layers" that occurs towards the end too.
This is essentially how I'm using requestAnimationFrame:
function drawGame() {
// Drawing to gameCanvas from cacheCanvas
// cacheCanvas is updated whenever an update is received from the server
ctx.drawImage(cacheCanvas,
// source rectangle
0, 0,
gameCanvas.width*2, gameCanvas.height*2,
// destination
100, 100,
gameCanvas.width*2, gameCanvas.height*2
);
requestAnimationFrame(drawGame);
}
requestAnimationFrame(drawGame);
The server sends updates using setInterval() at 60hz. When a message is received from the server, the client immediately draws it. I suspect that this timing may be incorrect in conjunction with requestAnimationFrame, and is leading to the composite layers at the end of the frame.
Even so, I'm confused as to why there is so much idle time in-between scripting and "composite layers" for each frame.
So...
Is there a way to control when "composite layers" is called?
Should I be saving the data from each update message and only drawing it at the beginning of the next animation frame?
What is the "response" referring to?
Thanks!
The version of Chrome, rendering options, and video drivers may all affect this. Post that information with your question. Also try searching on the Chromium bug list.
You can also try the latest dev build of Firefox which is supposed to have better performance by using multiple processes.
To determine whether server responses etc. have anything to do with performance, remove them and use fake data from the client only as a test.
I think you hit on some of the problems, there.
Solutioning:
Let's talk about potential solutions as a TLDR, and then explain how I get there.
Cache your messages to a buffer (eg: push them into an array), when the socket sends data; draw the buffered messages in the next animation frame; clear the buffer (or at least the ones that have been drawn), to await the next set of messages. Don't do heavy processing (drawing is one of the heaviest possible) on the main thread during I/O event handling.
a. If this is still not good enough, move the WebSocket (and data parsing, etc) into a WebWorker, and get the data handling off of the main thread.
b. If 2a is still not good enough, also make your canvas an OffscreenCanvas which animates in the worker, and draws to a "bitmap" context (not "2d") on the main thread... or just have a "2d" canvas (or whatever you are using) on the front end and use .transferControlToOffscreen() to move the draw calls into the WebWorker
c. regardless of solution in 2b, continue to draw based on animationFrame, not whenever a WebSocket hands you data, if animation is at all important (if you are just updating a bar chart with new data every few seconds, none of any of this, including Chrome's complaints, matters)
You have a weird thing going on where you are only drawing portions of your canvas images, and you don't explain why... but if ctx belongs to gameCanvas and you are drawing to 100, 100, canvas.width * 2, canvas.height * 2 then something is off, because you are drawing to 2x the size of the canvas, and showing the top-left quadrant of the drawing, with a padding-top and padding-left of 100px... and that seems like a lot of waste (though it's not actually going to make you pay for all of the missed draw calls, checking the bounds is something you should be doing, yourself). Of course, if ctx isn't owned by gameCanvas and ctx.canvas.width is actually 100px + 2 * gameCanvas.width then feel free to disregard all of #3.
This isn't guaranteed to solve all of your problems, but I do think these go a long way to smoothing out performance, by decoupling WebSocket and data parsing from your actual drawing performance... and preventing duplicate drawing actions (where one is potentially delayed by the other).
Justification:
Ultimately, I think these problems comes down to the following:
frame-pacing
browser animation-frame scheduling
timing of network handling
time spent on main thread, during event callbacks
First, it sounds like your frame-pacing is off, and that will show up in Chrome's complaints. If you're comfortable with frame-pacing, skip the following paragraph.
If you aren't familiar with the concept of frame-pacing, imagine that you are running at a solid 30fps (~33.3ms/frame), but some frames take, say 30fps, and some frames take 36ms... in that regard, while the average framerate might still be correctly described as 30fps, in human experience, some of your frames are now 20% longer than other frames (30ms followed by 36ms), and your eye notices the judder; presuming your animation requests were aiming for 30fps (probably 60+), then Chrome is going to highlight every frame that pushes longer than the 33.3ms time (or ~16.6ms for 60fps).
The next thing to understand is that requestAnimationFrame tries as hard as it can to lock itself to your monitor's refresh rate (or clean fractions thereof); back to the frame-pacing. But here's the problem, because in your case, this canvas is on the main thread (and I presume your websocket... and the initial paint for the other canvas...) all of these things are threatening to push the timing of your animation callback off. Consider a setTimeout(f, 100) It seems like f will run in exactly 100ms. But that's not true. It's guaranteed to run at some point, at least 100ms from now. If 99.8ms from now, a 10.2ms process starts running, then f won't run for 110ms, even if it was scheduled for 100ms.
In reality, we are talking about 60fps, or 120fps, or 144fps, or 165fps. This monitor is 144Hz, so I would expect 144fps or 72fps or 36fps updates, but even assuming the lax 30fps, the problem is that the timing is really fragile. A 4ms update, if it happens at the wrong time (ie: right before an animation callback is scheduled to run) is going to mess up your pacing, and show up on that Chrome timeline as a warning (that 4ms is a 10%+ delay for 30fps, it's 20%+ for 60fps, etc). This is also why your idle times are going to be huge. It's sitting and waiting and doing nothing... and just before it's ready to run the next animation frame at the perfect time to fit in with your screen refresh... a WebSocket message comes in, and then you do a billion things (like drawing in a 2D canvas is a huge for loop, even if it's hidden by the API) in that event, which delays the calling of the animation frame.
The last two I will sum up like this:
In JS, there is a saying... "Do not block the main thread". It's not really a saying. It's a state of being; a way of life. Do. Not. Block. The. Thread. Drawing pixels on a canvas (which is later going to have its pixels drawn on another canvas), and doing that inside of an event callback, is the epitome of blocking the main thread. It would be like having a 3,000 line long function run on window.onscroll or window.onmousemove. It doesn't matter how fast your PC is, your page performance is going to tank. In your handler, especially if it is an oft-fired handler, do the bare minimum to prep the data, store the data for later, and either return if you are set up to poll for this data (like a game loop), or schedule something setTimeout(f, 0) or Promise.resolve().then(f) or requestIdleCallback (if it's a low-importance thing), etc, to look at it later.
To sum it up, performance is critical, but performance isn't just the time it takes to run, it's also the precision of the time when it runs. Keep things off the main thread, so that this time can stay as accurate as possible.

Multiple canvases on a page. Optimization questions

I have a very long page with multiple canvases. They don't overlap each other, and are mostly used separately for PIXI.js to play spritesheets.
I use requestAnimationFrame to render each canvas.
I have a few questions since I'm unsure how to optimize.
1) When a canvas is offscreen, do I need to cancelAnimationFrame? Or does it not matter because it is offscreen and therefore won't be painted?
2) Should I have all my render functions within the same requestAnimationFrame? Will that improve performance?
Any other suggestions?
Comments provide most of the information, let me still answer all the points:
requestAnimationFrame is naturally a window, not canvas method. Thus it is not aware of canvas visibility. There is "element" parameter in WebKit, but it is not in current spec http://www.w3.org/TR/animation-timing/#requestAnimationFrame. Thus there are no benefits in having multiple handlers, it will improve performance if you have just one requestAnimationFrame taking care of the entire flow.
Browsers (tested on Safari/FF/Chrome) will not call requestAnimationFrame if tab is not visible at all. There's no much benefit in cancelling animation frame request manually.
PIXI is not checking for canvas visibility in renderer.render(stage). You can use getBoundingClientRect to check canvas visibility before rendering. This may increase performance quite a bit. How to tell if a DOM element is visible in the current viewport?
Best way to profile this particular scenario is probably through Chrome timeline view https://developer.chrome.com/devtools/docs/timeline . Animation skipping may reduce browser composite/paint times. Only checking javascript execution time might be a little misleading, especially if we remember that WebGL calls may execute asynchronously.

Is calling requestAnimationFrame with Raphael a performance hit?

I'm working on a fairly resource hungry web application which heavily relies on Raphael.js for roughly 50% of the animations used, the rest I have rolled my own animation method which uses webkitRequestAnimationFrame in conjunction with the the Web Audio API's context.currentTime to sync animations with the audio component.
I am experiencing pretty terrible performance at the moment and looking through Raphael's source I see that it also uses requestAnimationFrame. Most of the lag I am experiencing seems to occur when both my animations and Raphael's are running concurrently. Is this because requestAnimationFrame is essentially being called twice per draw cycle?
Essentially what I'm asking is basically do I have to re-roll my own implementation of an animate for raphael objects and stick it in with my existing requestAnimationFrame?
Hmmm as far as I know the whole point of RAF is to sync everything so that its ready for the next render update. I would be doing exactly the same as you as the this is the whole point of it.
As per the spec:
The expectation is that the user agent will run tasks from the animation task source at at a regular interval matching the display's refresh rate. Running tasks at a lower rate can result in animations not appearing smooth. Running tasks at a higher rate can cause extra computation to occur without a user-visible benefit.
So I would say NO it shouldn't be a performance hit.
I'm having a similar issue with sluggish SVG animation. My understanding of RAF is that it batches updates together wherever they come from, so I dont think that was your problem.
I've found that most of my cycles are taken up by repainting. There's not much you can do JS-wise to speed up repainting. But I think you can make it easier on the browser by cutting down on transparency effects, filters, and large areas of the screen changing. Also, repainting is a function of the the amount of pixels that you're updating. I'm making a full-screen site and when I double the viewport size, it doubles my paint time.

RequestAnimationFrame for multiple canvases

I’ve got a page with layered <canvas> elements like explained in the answer here. The canvases together make up an animation, so each is cleared and redrawn as necessary.
Now I'm trying to incorporate requestAnimationFrame by using the cross browser shim. But I don’t really know what requestAnimationFrame is doing behind the scenes.
Is it okay to have it update multiple canvases in each loop? Should each canvas have its own loop? Is the answer browser dependent?
Updating all the canvases in a single requestAnimationFrame is perfectly okay.
If the canvases are independent from each other and appear on different sections of the page, then you might want to use individual requestAnimationFrame handlers, passing the canvas element as the second argument. That way, only the currently visible canvases get updated. (Passing an element as the second argument is WebKit-specific, though.)
What requestAnimationFrame does is tell the browser that you would like to update the appearance of the page. The browser calls the callback when the page or element is next up for a redraw. And that’s going to happen when the page/element is visible, and never more often than the screen refresh rate.
Using requestAnimationFrame simply lets the browser control when reflows/repaints on the page happen.
It would be better to alter all the canvases in one callback, so the browser can repaint them in one go.
This explanation of requestAnimationFrame was pretty helpful
The shim merely falls back to a timer if it is not available.
You should be fine. Update all of them in the same single loop.
requestAnimFrame isn't "tied" to a canvas or anything, just the function you pass it. So you can use it with three canvases or zero canvases just fine.
use canvas in this format js file so RequestAnimationFrame for multiple canvas will work
(function(){ ... })();

HTML5: Canvas performs too slow on lower end computers

My problem is that my javascript/canvas performs very slowly on lower end computers (Even though they can run even more challenging canvas scripts smoothly).
I'm trying to do a simple animation depending on user selection.
When drawing on the canvas directly proved to be too slow, I draw on a hidden canvas and saved all frames (getImageData) to data and then called animate(1); to draw on my real canvas.
function animate(i){
if(i < 12){
ctx2.putImageData(data[i], 0, 0);
setTimeout(function(){animate(i+1)},1);
}
}
But even this is too slow. What do I do?
Do not use putImageData if you can help it. The performance on FF3.6 is abysmal:
(source: phrogz.net)
Use drawing commands on off-screen canvases and blit sprites to sub-regions using drawImage instead.
As mentioned by #MartinJespersen, rewrite your frame drawing loop:
var animate = function(){
// ...
setTimeout(animate,30); //Max out around 30fps
};
animate();
If you're using a library that forces a clearRect every frame, but you don't need that, stop using that library. Clear and redraw only the portions you need.
Use a smaller canvas size. If you find it sufficient, you could even scale it up using CSS.
Accept that slow computers are slow, and you are standing on the shoulders of a great many abstraction layers. If you want to eek out performance for low-end computers, write in C++ and OpenGL. Otherwise, set minimum system requirements.
The timeout you specified is 1 millisecond. No browser can update the canvas that fast. Change it to 1000 - that'll be 1 second, i.e:
setTimeout(function(){animate(i+1)}, 1000)
UPD. Another thing to try is to prepare as many canvases as there are frames in your animation, set all of them to display:none, then turn display:block on them sequentially. I doubt it's going to be faster than putImageData, but still worth trying.
As already mentioned timeouts with 1 millisecond interval are doomed to fail, so the first step is to stop that.
You are calling setTimeout recursivly which is not ideal for creating animations. Instead initiate all the setTimeouts you need for the entire animation at the same time with increasing delays in a loop and let them run their course, or better yet use setInterval which is the better way of doing animations, and how for instance jQuery's animations work.
It looks like you are trying to redraw the entire canvas at each step of your animation - this is not optimal, try only manipulation the pixels that change. The link you have given to "more challanging canvas scripts" are actually a lot simpler than what you are trying to do, since it's all vector based math - which is what the canvas element is optimized for - it was never made to do full re-rendering every x milliseconds, and it likely never will be.
If what you really need to do is changing the entire image for every frame in your animation - don't use canvas but normal image tags with preloaded images, then it will run smoothly in ie6 on a singlecore atom.
I've got an app that works kind of like Google maps - it lets you click and pan over a large image. I redraw my Canvas heavily, sampling and scaling from a big image each redraw.
Anyway, I happened to try a dual canvas approach - drawing to a (larger) buffer one when needed, then doing a canvas_display.drawImage(canvas_buffer) to output a region to the screen. Not only did I not see a performance gain, but it got significantly slower with the iPhone. Just a datapoint...
OK, first things first. What else is happening while you're doing this animation? Any other javascript, any other timers, any other handlers? The answer, by the way, cannot be nothing. Your browser is repainting the window - the bits you're changing, at least. If other javascript is 'running', remember, that's not strictly true. Javascript is single-threaded by design. You can only queue for execution, so if some other javascript is hogging the thread, you won't get a look in.
Secondly, learn about how timers work. http://ejohn.org/blog/how-javascript-timers-work/ is my personal favorite post on this. In particular, setTimeout is asking the browser to run something after at least the specified time, but only when the browser has an opening to do that.
Third, know what you're doing with function(){animate(i+1);}. That anonymous function can only exist within the scope of its parent. In other words, when you queue up a function like this, the parent scope still exists on the callstack, as #MartinJespersen pointed out. And since that function queues up another, and another, and another... each is going to get progressively slower.
I've put everything discussed in a little fiddle:
http://jsfiddle.net/KzGRT/
(the first time I've ever used jsfiddle, so be kind). It's a simple 10-frame animation at (nominally) 100ms, using setTimeout for each. (I've done it this way instead of setInterval because, in theory, the one that takes longer to execute should start lagging behind the others. In theory - again, because javascript is single-threaded, if one slows down, it would delay the others as well).
The top method just has all ten images drawn on overlapping canvases, with only one showing at a time. Animation is just hiding the previous frame and showing the next. The second performs the putImageData into a canvas with a top-level function. The third uses an anonymous function as you tried. Watch for the red flash on frame zero, and you'll see who is executing the quickest - for me, it takes a while, but they eventually begin to drift (in Chrome, on a decent machine. It should be more obvious in FF on something lower-spec).
Try it on your low-end test machine and see what happens.
I did the setTimeout this way, hope it helps somebody at boosting application:
var do = true;
var last = false;
window.onmousemove = function(evt){
E.x = evt.pageX - cvs.offsetLeft;
E.y = evt.pageY - cvs.offsetTop;
if(do){
draw();
do = false;
//in 23 ms drawing enabled again
var t = setTimeout(function(){do = true;},23);
}else{
//the last operation must be done to catch the cursor point
clearTimeout(last );
last = setTimeout(function(){draw();},23);
}
};

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