I am trying to compare performance for 3d applications on mobile devices. I have a 3d solar system set up in webGL and im trying to record or at least display the FPS. So
Displaying FPSs is pretty simple and has really nothing to do with WebGL other than it's common to want to know. Here's a small FPS display
const fpsElem = document.querySelector("#fps");
let then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then; // compute time since last frame
then = now; // remember time for next frame
const fps = 1 / deltaTime; // compute frames per second
fpsElem.textContent = fps.toFixed(1); // update fps display
requestAnimationFrame(render);
}
requestAnimationFrame(render);
fps:
Use requestAnimationFrame for animation because that's what it's for. Browsers can sync to the screen refresh to give you buttery smooth animation. They can also stop processing if your page is not visible. setTimeout on the other hand is not designed for animation, will not be synchronised to the browser's page drawing.
You should probably not use Date.now() for computing FPS as Date.now() only returns milliseconds. Also using (new Date()).getTime() is especially bad since it's generating a new Date object every frame.
requestAnimationFrame already gets passed the time in microseconds since the page loaded so just use that.
It's also common to average the FPS across frames.
const fpsElem = document.querySelector("#fps");
const avgElem = document.querySelector("#avg");
const frameTimes = [];
let frameCursor = 0;
let numFrames = 0;
const maxFrames = 20;
let totalFPS = 0;
let then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then; // compute time since last frame
then = now; // remember time for next frame
const fps = 1 / deltaTime; // compute frames per second
fpsElem.textContent = fps.toFixed(1); // update fps display
// add the current fps and remove the oldest fps
totalFPS += fps - (frameTimes[frameCursor] || 0);
// record the newest fps
frameTimes[frameCursor++] = fps;
// needed so the first N frames, before we have maxFrames, is correct.
numFrames = Math.max(numFrames, frameCursor);
// wrap the cursor
frameCursor %= maxFrames;
const averageFPS = totalFPS / numFrames;
avgElem.textContent = averageFPS.toFixed(1); // update avg display
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { font-family: monospace; }
fps:
average fps: