gyofeel Posted November 25, 2019 Share Posted November 25, 2019 I use TweenLite and useFrames:true for scrolling caroseul UI(lists of images). Also, because of low performance of environment, use TweenLite.fps for setting fps as 20. when deveploping, I often use a performace tab of Chrome development tools. For a performace test, after recording performance, I expected a flat timeline graph line. However, the result is a rugged line.(min: about 20fps, max: about 60fps) like a below image, when this carosuel UI scrolling, component mounting(image components), image lazy-loading, scrolling animation and image scale-up(transform) are done together. Why is the fps not constant? Thank you. Link to comment Share on other sites More sharing options...
OSUblake Posted November 25, 2019 Share Posted November 25, 2019 Look at all those orange/yellow peaks underneath the frames. You have a bunch of scripting going on. Scrolling is a performance killer. So is mounting stuff. 3 Link to comment Share on other sites More sharing options...
gyofeel Posted November 27, 2019 Author Share Posted November 27, 2019 Thank you for your replying. Then, I have a question. I understand that ,even though I fixed the fps to 20 using TweenLite.fps(), a scrolling animation make a fps changing. So, I think when a container scrolling, fps is under 20, otherwise fps is 20. I checked the fps timeline and scene with the screenshot function on the performance tab. Then, when a container moving(scrolling), fps is about 20 ~ 60, otherwise fps is about 20. Rather, fps is higher. Why is that? Link to comment Share on other sites More sharing options...
OSUblake Posted November 27, 2019 Share Posted November 27, 2019 I don't know how you are doing your scrolling animations. Are you using ScrollMagic? That uses requestAnimationFrame, which fires at 60fps. You can't change that. 2 Link to comment Share on other sites More sharing options...
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