Calculate FPS in Canvas using requestAnimationFrame

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滥情空心
滥情空心 2020-11-30 00:31

How could I calculate the FPS of a canvas game application? I\'ve seen some examples, but none of them use requestAnimationFrame, and im not sure how to apply their solution

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  • 2020-11-30 01:00

    Here's another solution:

    var times = [];
    var fps;
    
    function refreshLoop() {
      window.requestAnimationFrame(function() {
        const now = performance.now();
        while (times.length > 0 && times[0] <= now - 1000) {
          times.shift();
        }
        times.push(now);
        fps = times.length;
        refreshLoop();
      });
    }
    
    refreshLoop();
    

    This improves on some of the others in the following ways:

    • performance.now() is used over Date.now() for increased precision (as covered in this answer)
    • FPS is measured over the last second so the number won't jump around so erratically, particularly for applications that have single long frames.

    I wrote about this solution in more detail on my website.

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  • 2020-11-30 01:00

    My fps calculation uses requestAnimationFrame() and the matching timestamp argument for its callback function.
    See https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame and https://developer.mozilla.org/en-US/docs/Web/API/DOMHighResTimeStamp.

    No need for new Date() or performance.now()!

    The rest is inspired heavily by other answers in this thread, especially https://stackoverflow.com/a/48036361/4706651.

    var fps = 1;
    var times = [];
    var fpsLoop = function (timestamp) {
        while (times.length > 0 && times[0] <= timestamp - 1000) {
            times.shift();
        }
        times.push(timestamp);
        fps = times.length;
        console.log(fps);
        requestAnimationFrame(fpsLoop);
    }
    
    requestAnimationFrame(fpsLoop);

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  • 2020-11-30 01:02

    You could keep track of the last time requestAnimFrame was called.

    var lastCalledTime;
    var fps;
    
    function requestAnimFrame() {
    
      if(!lastCalledTime) {
         lastCalledTime = Date.now();
         fps = 0;
         return;
      }
      delta = (Date.now() - lastCalledTime)/1000;
      lastCalledTime = Date.now();
      fps = 1/delta;
    } 
    

    http://jsfiddle.net/vZP3u/

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  • 2020-11-30 01:02

    I was missing an implementation that allows to customize the size of the sample for the averaged FPS value. Here is mine , it has the following features :

    • Accurate : performance.now() based
    • Stabilized : Returned FPS value is an averaged value ( fps.value | fps.tick() )
    • Configurable : FPS samples array size can be customized ( fps.samplesSize )
    • Efficient : Rotatory array for collecting samples (avoids array resizing)

    const fps = {
        sampleSize : 60,    
        value : 0,
        _sample_ : [],
        _index_ : 0,
        _lastTick_: false,
        tick : function(){
            // if is first tick, just set tick timestamp and return
            if( !this._lastTick_ ){
                this._lastTick_ = performance.now();
                return 0;
            }
            // calculate necessary values to obtain current tick FPS
            let now = performance.now();
            let delta = (now - this._lastTick_)/1000;
            let fps = 1/delta;
            // add to fps samples, current tick fps value 
            this._sample_[ this._index_ ] = Math.round(fps);
            
            // iterate samples to obtain the average
            let average = 0;
            for(i=0; i<this._sample_.length; i++) average += this._sample_[ i ];
    
            average = Math.round( average / this._sample_.length);
    
            // set new FPS
            this.value = average;
            // store current timestamp
            this._lastTick_ = now;
            // increase sample index counter, and reset it
            // to 0 if exceded maximum sampleSize limit
            this._index_++;
            if( this._index_ === this.sampleSize) this._index_ = 0;
            return this.value;
        }
    }
    
    
    // *******************
    // test time...
    // *******************
    
    function loop(){
        let fpsValue = fps.tick();
        window.fps.innerHTML = fpsValue;
        requestAnimationFrame( loop );
    }
    // set FPS calulation based in the last 120 loop cicles 
    fps.sampleSize = 120;
    // start loop
    loop()
    <div id="fps">--</div>

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  • 2020-11-30 01:05

    Just a proof of concept. Very simple code. All we do is set our frames per second and intervals between each frame. In the drawing function we deduct our last frame’s execution time from the current time to check whether the time elapsed since the last frame is more than our interval (which is based on the fps) or not. If the condition evaluates to true, we set the time for our current frame which is going to be the “last frame execution time” in the next drawing call.

    var GameLoop = function(fn, fps){
        var now;
        var delta;
        var interval;
        var then = new Date().getTime();
    
        var frames;
        var oldtime = 0;
    
        return (function loop(time){
            requestAnimationFrame(loop);
    
            interval = 1000 / (this.fps || fps || 60);
            now = new Date().getTime();
            delta = now - then;
    
            if (delta > interval) {
                // update time stuffs
                then = now - (delta % interval);
    
                // calculate the frames per second
                frames = 1000 / (time - oldtime)
                oldtime = time;
    
                // call the fn
                // and pass current fps to it
                fn(frames);
            }
        }(0));
    };
    

    Usage:

    var set;
    document.onclick = function(){
        set = true;
    };
    
    GameLoop(function(fps){
        if(set) this.fps = 30;
        console.log(fps);
    }, 5);
    

    http://jsfiddle.net/ARTsinn/rPAeN/

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  • 2020-11-30 01:06

    Just check the difference in time between the AFR-callbacks. AFR already passes the time as an argument to the callback. I updated your fiddle to show it: http://jsfiddle.net/WCKhH/1/

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