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Canvas vs SVG performance on iPad

14 pointsby japetheapeabout 14 years ago

5 comments

seanalltogetherabout 14 years ago
Painting a single rectangle against a timer resolution of 1 millisecond (which the browser won't even do) pretty much tells you nothing.
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patr1ckabout 14 years ago
I don't think these test results are anywhere close to accurate. Why is the iPhone 4, which has better specs than the iPad 1, 3x slower in the Canvas test? What OS was used on each device? How many test runs were done, and what was the variation like in each?
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ck2about 14 years ago
I believe this test proves little useful across different browsers on different OS/hardware because setInterval and setTimeout cannot fire faster than 8-10ms on most browsers and every browser handles a "1ms" request differently.<p><a href="http://dbaron.org/log/20100309-faster-timeouts" rel="nofollow">http://dbaron.org/log/20100309-faster-timeouts</a><p>However the <i>postMessage</i> trick is near realtime:<p><a href="http://dbaron.org/mozilla/zero-timeout" rel="nofollow">http://dbaron.org/mozilla/zero-timeout</a>
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extensionabout 14 years ago
Somehow I doubt that SVG is being completely repainted every time its coordinates change. And since the repaints are asynchronous, I don't see how you could time them from within JavaScript.
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reirobabout 14 years ago
I did not know that Android does not support SVG. What's the reason?
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