Closed
Bug 482204
Opened 16 years ago
Closed 14 years ago
[c3d] JavaScript GC pause benchmark
Categories
(Core :: Graphics: CanvasWebGL, defect)
Tracking
()
RESOLVED
WORKSFORME
People
(Reporter: ilmari.heikkinen, Unassigned)
Details
Attachments
(1 file)
(deleted),
text/html
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Details |
Build: Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.2a1pre) Gecko/20090306 Minefield/3.2a1pre
An animation engine in a garbage-collected language requires short GC pauses for smooth animation. A 150 ms GC pause every 10 seconds in a 30 fps animation is visually jarring. But a 3 ms pause every 0.1 seconds looks OK, even if the GC throughput is halved as a result.
I'm seeing >100 ms spikes in the attached simulation of a 60 fps animation with 150 4x4 matrix multiplications per frame. A 10 fps (100 ms) frame in a 60 fps animation sticks out like a sore thumb.
Comment 1•16 years ago
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I am seeing the same effect. I'm working on something similar, but it uses an experimental extension to canvas.
You can run our benchmark without the extension though:
http://www.c3dl.org/test-case/benchmark.html
I've filed a bug on javascript rather than canvas, but I believe it may be a duplicate of your bug:
https://bugzilla.mozilla.org/show_bug.cgi?id=482853
Component: Canvas: 2D → Canvas: WebGL
Comment 2•15 years ago
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Is the problem still present?
Perhaps close this bug as duplicate of bug 482853 ?
This seems pretty solid now, but can still be better; but we should file explicit examples of GC interruptions.
Status: NEW → RESOLVED
Closed: 14 years ago
Resolution: --- → WORKSFORME
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Description
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