I am developing a game for html5 canvas while mainly targeting mobile devices. The canvas is resized to the biggest available resolution, so that it almost makes a fullscreen game.
On an ipad that would be a 1024x786 canvas; at a resolution like this I notice a significant drop in framerate. On smaller resolution like 480x320 on iphone the game runs smooth! I guess this is because the device is fillrate limited.
Anyhow I would like to optimize as much as possible. I would be very grateful if you could post any general performance tips that you have for html5 canvas development.
The Canvas tab loaded in one second and takes up 30MB. It also takes up 13% of CPU time all of the time, regardless of whether or not one is looking at it. Video on the HTML page, while I am not moving objects, is actually perfectly smooth.
Canvas Is Useful Even if You Never Planned to Use Flash The CANVAS element allows you to add so much more interactivity to your web pages because now you can control the graphics, images, and text dynamically with a scripting language.
A Faster Web for Media and GamesHTML5 canvas with a hardware-accelerated browser can become at least an order of magnitude faster than native desktop applications.
Also see this canvas performance optimization article on html5rocks, which contains jsperf data which includes mobile browsers.
You can read Making an iPad HTML5 App & making it really fast by Thomas Fuchs
The key points he make:
text-shadow
& box-shadow
opacity
if possible (sometimes interferes with hardware-accelerated rendering)translate3d
, not translate
(the latter is not hard-accelerated)Some other points that can improve performance significantly:
getImageData
as infrequently as possible (major slowdown) [2]You can also benchmark your app with Chrome/Firebug Profile can show you which functions are slow.
[2] http://ajaxian.com/archives/canvas-image-data-optimization-tip
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With