[Webkit-unassigned] [Bug 173434] Support for 120Hz requestAnimationFrame

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Tue Aug 17 17:20:03 PDT 2021


https://bugs.webkit.org/show_bug.cgi?id=173434

Lucas Garron <lgarron at chromium.org> changed:

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                 CC|                            |lgarron at chromium.org

--- Comment #14 from Lucas Garron <lgarron at chromium.org> ---
I would also love to see 120Hz support in Safari on iPad Pro (and any potential iPhones with ProMotion).

If battery is a significant concern, could I suggest that web apps at least have access to 120Hz `requestAnimationFrame` for WebGL animations when they are added to the home screen?

Let me explain my motivation: I'm collaborating on a library to animate Rubik's Cubes and similar puzzles.
https://js.cubing.net/cubing/
https://github.com/cubing/cubing.js

For some applications, it's valuable to animate solves in real time.

- Solvers regularly perform more than 10 moves per second, with someone recently reaching 14 moves per second in a real-world solve: https://www.youtube.com/watch?v=ebPh2i53TBk
- People can also solve virtual cubes using a keyboard at comparable speeds, where they would benefit from high frame rates similar to gamers. 
- There is a physical robot that can even reach 50 moves per second: https://www.youtube.com/watch?v=nt00QzKuNVY

Sticking with the real solve example, with 14 moves per second at 60Hz: that's only ≈4 frames to animate a move, with faster moves potentially having only 2 or 3 frames. At this rate, moves would almost jump from start to finish, whereas 120Hz would offer a few frames of interpolation for the eye to follow. Empirically, this kind of difference can really make the animation much easier for cubers to follow along with.

Also for context: I just measured our drawing code, and we're able to draw fairly complex puzzles at about 6ms per frame: https://experiments.cubing.net/cubing.js/stress-tests/40x40x40.html
For some situations (e.g. smaller canvas, simpler puzzle, simpler rotations), I've been able to observe close to 1ms per frame.
That shows that there is definitely room to support 120Hz while keeping web apps responsive.

I would really prefer not to look into other devices or workarounds. The iPad Pro is really convenient and powerful for running web apps, and I would love to be able to use it for 120Hz WebGL animations. ��

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