8/18/2023 0 Comments Android browser benchmark 2016![]() TIP: make some stress tests for features you don't sure if they are performance killers and capture the benchmark results. Try to write memory efficient and garbage collector friendly code. Redraw only stuff that changed and needs to be updated. You need to minimize the real time drawing. If you need to scale or rotate a sprite only once, use pre-render either. (In native Android Browser, after replace filltext drawing for pre-render stuff, the performance grew from 10-15 FPS to 30-45 FPS in some games I've made).Īvoid scale and rotate context because they also cause drop down in performance. Pre-render your texts in another canvas or use bitmap fonts. Note: Chrome for android support most of HTML5 features cited here, including requestAnimationFrame and websockets.ĭrawing text using the context 2d fillText it's too expensive, but in some browsers this is even worse. If it's not possible to use web sockets, you should minimize the http requests. Unfortunately this feature is not supported by old native android browsers. You can do this:įor intense real-time applications web sockets are faster then http requests. Since native Android Browser doesn't have a console Object, every time it is called will generate an error that also contributes to slow down your application. If console.log is called every frame (or almost), yes the performance goes down. This robust polyfill may help a little, but nothing compared to native requestAnimationFrame. Use setTimeout or setInterval as a fallback are always possible but you need to be careful about the timing. When requestAnimationFrame is supported by a browser, the drawing stuff and the app itself are more responsive. I've done a lot of experiments with canvas in many browsers. Could it be that data retrieval callbacks are cloggin my event pipeline?Īre log console messages (console.log) known to slow down applications? Could they trigger the browser to rerun through the DOM tree or anything related? I use AJAX (google clojure xhrio) quite regularly to retrieve data from the server. If I use that replacement on Android's native browser, the problem persists. IOS does not support requestAnimationFrame, therefore I replaced it with a timeout based replacement. Any ideas for me where I can get more information? Any ideas what might cause the lagging of the native Android browser? Due to the nonexistent Name of the native Browser its quite hard to google information about this. So I wonder whether there are any known issues with Android Native App and HTML5. I have set it up so that the screen flushes red when the javascript is not responsive, and it does flash almost always when touching the screen. Yet Androids Native Browser is giving me trouble. Overall the application runs well on Desktop Browsers, it is also running great on iOS Safari (iPhone) and Firefox-on-Android. I do listen to touch events and use requestAnimationFrame for proper redrawing. The website uses HTML5 canvas for pixel and sprite based drawing no fancy transformation, filters or effects, mostly simple paths and polygons. Now I have installed a bunch of Browsers on the Galaxy Tab to test things with:Īnd finally I have an Iphone to test with. While I was expecting to get some curious behaviour on small devices like the Iphone, I was pretty confident that it would run well on an Android Galaxy Tab which is the Android Device that I can run tests with at the moment. Octane: seems too focused on JS engine, but perhaps PDF.Hi I have a Webapp that should be able to run on both Smartphone and Desktop Browsers alike.JetStream - seems to measure JS engine performance.HTML5 benchmark: mainly testing GC pauses during canvas operations.WebVizBench: seems to test WebGL rendering.BrowserMark: seems to test a wide variety of things.Kraken: can't find info on what this contains, but claims to be real workloads, so probably not exclusively JS.Most benchmarks seem to be overly focused on JS engine performance. Perhaps some of these are reasonable for the above. These are some benchmarks other browsers use. DOM manipulation (JS -> Rust -> JS roundtrips).These are the things we want to measure, both for clock time and for parallelism. These benchmarks should exercise enough features that they are not toy examples and should also exercise paths that are relevant to our research. Servo should have benchmarks in order to compare our performance against shipping browsers and to make sure our experiments lead in fruitful directions.
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