Rendering Without Lumpy Bits

Web Performance, Grand Ballroom East
Average rating: ****.
(4.94, 16 ratings)

Right, we’ve got a new project, we have to calculate and draw 500,000 pixels, and the deadline is in 16.67 milliseconds. When we’re done, we’ll do it again, and again. Web performance has always been about delivering those pixels on time, but the target has shifted. Optimising pure JavaScript (loops, string concatination, arithmetic) is more irrelevant than ever, performance gains are to be found in the DOM, layout dependencies, and the interaction with the GPU.

We’ll look at how the browser gets from data to pixels, common performance pitfalls and how to work around them, drawing comparisons to frame synchronisation on film & TV. We’ll investigate why particular hacks work, differences between desktop & mobile, and how sometimes working against the browser can trick it into performing better.

Photo of Jake Archibald

Jake Archibald

Google

Jake works in Google Chrome’s developer relations team, working on specs, testing implementations, and ensuring developers have tools to make their jobs less painful. He’s a big fan of time-to-render optimisations, progressive enhancement, and all of that responsive stuff.

Prior to Google, Jake worked at Lanyrd on their mobile web site (http://lanyrd.com/mobile/), and for the BBC working on JavaScript libraries and standards.

Outside of the web, Jake likes F1 and nice beer.

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