You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
From benchmarking a little with a hundred instances of the interruption demo (in a single AnimationContext), I've noticed the browser may take quite a while to actually pause or cancel an animation. This can make interruption jarring if the browser is busy as the starting point may not match the measuring point anymore.
Not explicitly cancelling animations as well as pausing animations before any other work (through document.getAnimations() rather than per sprite) seems to mostly fix this.
Need to investigate further.
The text was updated successfully, but these errors were encountered:
Part of the issue appears to be that pausing/playing animations is scheduled on the task queue and as such is mostly useless for our purposes as we synchronously want to measure.
From benchmarking a little with a hundred instances of the interruption demo (in a single AnimationContext), I've noticed the browser may take quite a while to actually pause or cancel an animation. This can make interruption jarring if the browser is busy as the starting point may not match the measuring point anymore.
Not explicitly cancelling animations as well as pausing animations before any other work (through
document.getAnimations()
rather than per sprite) seems to mostly fix this.Need to investigate further.
The text was updated successfully, but these errors were encountered: