Re:Canvas vs SVG performance on iPad
by seanalltogether on Tuesday March 08, 2011 @03:41PM
(#2302515)
But that's a feature you don't really want. You're blowing away your cpu on something that can only display 60 times a second.
The code in question is a benchmark of how fast two different render APIs work. The only way to do that reliably is to take the question of the timer firing rate out of the equation. I doubt you'd use setZeroTimeout in most realworld environments.
Which means the FPS with setInterval is actually measuring how long it takes setInterval to fire, not how long it's taking to draw under the different methods.