Re:Tools we used to create a hit HTML5 game on Steam
by danShumway on Tuesday November 19, 2019 @03:12PM
(#21577743)
I don't know the answer to that. I imagine different browsers/OSes will have different caps.
However, assuming the cap is an issue, I still strongly doubt that with `setInterval` you'll be able to get the precision you need to target specific monitor refresh rates, even if you can figure out a way to detect what the refresh rate is. Maybe if you're targeting Electron, but even there I kind of doubt it. Even with frame caps, `requestAnimationFrame` is still likely the best bet (opinion me).
The reality of games on the web is that timing in general, whether it be for update logic, rendering, or audio is kind of a massive pain, and you'll always be accepting some compromises. To me, those compromises aren't big enough to outweigh some of the other substantial benefits, but I don't want to pretend those compromises don't exist.
However, assuming the cap is an issue, I still strongly doubt that with `setInterval` you'll be able to get the precision you need to target specific monitor refresh rates, even if you can figure out a way to detect what the refresh rate is. Maybe if you're targeting Electron, but even there I kind of doubt it. Even with frame caps, `requestAnimationFrame` is still likely the best bet (opinion me).
The reality of games on the web is that timing in general, whether it be for update logic, rendering, or audio is kind of a massive pain, and you'll always be accepting some compromises. To me, those compromises aren't big enough to outweigh some of the other substantial benefits, but I don't want to pretend those compromises don't exist.