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Frames Per Second

Paul Bakaus (Google)
Average rating: ****.
(4.00, 14 ratings)

In 2010, Paul created a prototype of the first Javascript-based game engine: The Aves Engine. Since then, he’s been obsessed with getting the web platform to the next level – and that requires maximum performance.

In this first half of a performance-focussed brain dump, Paul is attempting to answer everything you could ever ask about runtime performance. Questions and topics include:

  • How does the human eye actually work, and how many frames can it process?
  • What is the difference between display refresh rates and frame rate?
  • What’s the deal about motion blur? Why does it matter?
  • What is jitter, and how can I fix it?
  • What’s the difference between responsiveness (perceived performance) and actual raw performance?
  • What is input lag?

After you understand above’s concepts, we’ll then dive further into how to apply it to your daily development:

  • Identify easy low hanging fruits to address right now
  • Tools you can use to inspect runtime performance and actual accurate FPS info
  • Automate the measuring of runtime perf regressions with unit tests

..and don’t be shy – ask away if you feel you’re still in the dark. After this talk, you should feel confident to get your web app to maximum performance.

Photo of Paul Bakaus

Paul Bakaus

Google

Creator of jQuery UI, the Aves Engine and lots of other cool things. Works for Zynga as Studio CTO and W3C AC rep to create cool new tech and games based on HTML5.