HTML5 Canvas performance - calculating loops/frames per second

无人久伴 提交于 2019-12-20 09:40:44

问题


I know a few questions have been asked like this one before, such as this: Check FPS in JS? - which did work to some degree, I was able to find out how long each loop took to complete.

What I am looking for though is something more readable and controllable. I want to be able to set the refresh rate for the FPS counter to make it slow so it is human readable or as fast as the application can run, so I can use it on some kind of speedometer.

Anyway so here is the code I have right now:

var lastLoop = new Date().getTime();

function updateStage()
{   
    clearCanvas();
    updateStageObjects();
    drawStageObjects();     

    var thisLoop = new Date().getTime(); 
    var fps = (thisLoop - lastLoop);

    $('#details').html(fps);

    lastLoop = thisLoop;
    iteration = setTimeout(updateStage, 1);
}
  1. Am I right to be setting the setTimeout function to a speed of 1 millisecond? I was thinking this will just make it loop as fast as it possibly can.

  2. Should I count every 100 frames or so, find out how many milliseconds it took to run 100 frames then make a calculation to find out how many frames it would have done if the milliseconds were 1000? What would this calculation be?

  3. To make the result more accurate I am guessing I need to display averages as one frame can vary a significant amount, how should I do this?

Any tips are greatly appreciated.

Thanks.


回答1:


  1. Note that the faster you update your output, the more you will affect your measurement. Although minimal, I try to update my fps output once per second or less unless it's necessary to go faster.

  2. I like to have a low-pass filter on my results so that a temporary hiccup doesn't affect the values too strongly. This is easier to compute and write than a moving average, and doesn't have the problem of an overall average where your 'current' readings are affected by total performance over the entire run (e.g. anomalous readings during startup).

Put together, here's how I usually measure FPS:

var fps = 0, now, lastUpdate = (new Date)*1;

// The higher this value, the less the FPS will be affected by quick changes
// Setting this to 1 will show you the FPS of the last sampled frame only
var fpsFilter = 50;

function drawFrame(){
  // ... draw the frame ...

  var thisFrameFPS = 1000 / ((now=new Date) - lastUpdate);
  if (now!=lastUpdate){
    fps += (thisFrameFPS - fps) / fpsFilter;
    lastUpdate = now;
  }

  setTimeout( drawFrame, 1 );
}

var fpsOut = document.getElementById('fps');
setInterval(function(){
  fpsOut.innerHTML = fps.toFixed(1) + "fps";
}, 1000); 



回答2:


Ive tried something out,

If you change the

lastUpdate = now

to

lastUpdate = now * 1 - 1;

Your NaN problem is solved! This is also used where the lastUpdate is defined. Probably because it is not able to convert the date to unix timestamp.

The new result will be:

var fps = 0, now, lastUpdate = (new Date)*1 - 1;

// The higher this value, the less the FPS will be affected by quick changes
// Setting this to 1 will show you the FPS of the last sampled frame only
var fpsFilter = 50;

function drawFrame(){
  // ... draw the frame ...

  var thisFrameFPS = 1000 / ((now=new Date) - lastUpdate);
  fps += (thisFrameFPS - fps) / fpsFilter;
  lastUpdate = now * 1 - 1;

  setTimeout( drawFrame, 1 );
}

var fpsOut = document.getElementById('fps');
setInterval(function(){
  fpsOut.innerHTML = fps.toFixed(1) + "fps";
}, 1000); 



回答3:


I've taken the solution(s) posted and enhanced them a little. Have a look here - http://jsfiddle.net/ync3S/

  1. I fixed that NaN error by using Date.now() instead of constructing a new date object each time and trying to reference it. This also prevents some garbage collection necessity.
  2. I neatened up the variable and function names a bit and added some extra commenting - not necessary but nice to have.
  3. I included some drawing code for testing.
  4. I added fpsDesired as a test var for the engine loop.
  5. I started fpsAverage at fpsDesired so with the fpsFilter it doesn't work up from 0 to the real FPS, rather starting at the desired FPS and adjusting from there.
  6. Drawing now blocks incase it already was drawing, and this can be used for pausing and other control functions.

The main block is as follows:

var fpsFilter = 1; // the low pass filter to apply to the FPS average
var fpsDesired = 25; // your desired FPS, also works as a max
var fpsAverage = fpsDesired;
var timeCurrent, timeLast = Date.now();
var drawing = false;

function fpsUpdate() {
    fpsOutput.innerHTML = fpsAverage.toFixed(2);
}

function frameDraw() {
    if(drawing) { return; } else { drawing = true; }

    timeCurrent = Date.now();
    var fpsThisFrame = 1000 / (timeCurrent - timeLast);
    if(timeCurrent > timeLast) {
        fpsAverage += (fpsThisFrame - fpsAverage) / fpsFilter;
        timeLast = timeCurrent;
    }

    drawing = false;
}

setInterval(fpsUpdate, 1000);
fpsUpdate();

setInterval(frameDraw, 1000 / fpsDesired);
frameDraw();

Going to have a tinker and see if I can come up with something smoother, as this thread is near the top in Google results.

Let's see what we can all come up with as a team, and I think it's always neat to not use 3rd party libraries, making the code portable for anyone :)

-Platima




回答4:


Just set a interval that is resetting the fps counter every second.

var fpsOut, fpsCount;

var draw = function () {

    fpsCount++;

    ..Draw To Canvas..


    ..Get the fps value: fpsOut

    requestAnimationFrame(draw);

};
setInterval(function () {

    fpsOut = fpsCount;
    fpsCount = 0;

}, 1000);

draw();


来源:https://stackoverflow.com/questions/5078913/html5-canvas-performance-calculating-loops-frames-per-second

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