I was thinking that for some projects I do 60fps is not totally needed. I figured I could have more objects and things that ran at 30fps if I could get it to run smoothly at
I came across this article which gives two ways of solving the custom frame rate issue.
http://codetheory.in/controlling-the-frame-rate-with-requestanimationframe/
I think this way is more robust, as it will have a steady animation speed even on computers that do not render the canvas consistently at 60 fps. Below is an example
var now,delta,then = Date.now();
var interval = 1000/30;
function animate() {
requestAnimationFrame (animate);
now = Date.now();
delta = now - then;
//update time dependent animations here at 30 fps
if (delta > interval) {
sphereMesh.quaternion.multiplyQuaternions(autoRotationQuaternion, sphereMesh.quaternion);
then = now - (delta % interval);
}
render();
}