It seems like I'm experiencing different performance using HTML5 canvas based on page memory size ... maybe the number of images loaded (off-screen). What is the best way to find the source of a performance problem? Or does anyone know if there really is a performance issue when many downloaded files are downloaded, even if they are not all used right away?
Here is an example of good performance. I have a relatively simple map. This is from 700 to 800 KB. You can move around to scroll this map relatively smoothly.
There is another file there (which you might not want to see because of its large size).
It is about 16 MB and contains dozens, maybe of the order of 100 images / canvases. He draws a smaller view, so he should go faster. But this is not so. Many cards lag far behind a simple demo.
I could try measuring the code to start synchronization, but I hadn’t done this in JavaScript before and could use some help. If there are simpler ways to find the source of performance issues, I would be interested.
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