<div dir="ltr"><div>I'm not an expert of graphics performance or web technologies, but my understanding is that you don't want to be the one setting the FPS. The system will know much better when it's time to draw.<br>
<br></div>And that seems the philosophy behind this API<br><br><a href="https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame">https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame</a><br>
<a href="https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/">https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/</a><br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On 7 January 2014 17:37, laurent bernabe <span dir="ltr"><<a href="mailto:laurent.bernabe@gmail.com" target="_blank">laurent.bernabe@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hello everyone,<div><br></div><div>As I am programming on a recent laptop, it can be easy to call javascript method  setTimeout with too high values, without noticing the wrong behaviour for real XO.</div>
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<br></div><div>This is why I am wondering what should be the ideal range for animations Frames Per Second value ?</div><div><br></div><div>Regards</div><span class="HOEnZb"><font color="#888888"><div><br></div><div>Laurent Bernabe</div>
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<br></blockquote></div><br><br clear="all"><br>-- <br>Daniel Narvaez<br>
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