What is requestAnimationFrame in Javascript?
requestAnimationFrame() method tells the browser that you wish to perform an animation and requests that the browser calls a specified function to update an animation before the next repaint. The method takes a callback as an argument to be invoked before the repaint.
Is requestAnimationFrame better than setInterval?
requestAnimationFrame() is much more efficient than setTimeout() or setInterval() , and the result is smoother and more accurate (just check the provided demo and the consumed CPU).
Is requestAnimationFrame asynchronous?
As now you know that the rAF is a Web API, that means the callback will be called asynchronously. Unlike setInterval , requestAnimationFrame does not accept delay argument, instead, it only calls the callback function when the browser is ready to perform the next paint operation.
Why should I use requestAnimationFrame?
To optimize system and browser resources, it is recommended to use requestAnimationFrame , which requests the browser to execute the code during the next repaint cycle. This allows the system to optimize resources and frame-rate to reduce unnecessary reflow/repaint calls.
Can you have multiple requestAnimationFrame?
You should be using only one requestAnimationFrame call as calls to requestAnimationFrame do stack.
Should I use requestAnimationFrame?
When can I use requestAnimationFrame?
The requestAnimationFrame() method tells the browser to run a callback function right before the next repaint happens. It’s particularly useful when using JavaScript for animations and repeating UI updates.
How many frames per second is requestAnimationFrame?
around 60 frames per second
With requestAnimationFrame, your frame rate is typically around 60 frames per second (FPS). To repeat that differently, this means your requestAnimationFrame function and related code have the potential to refresh your screen 60 times every second.
What is timestamp in requestAnimationFrame?
The time stamp is: current time for when requestAnimationFrame starts to fire callbacks. The main difference between an ordinary timestamp and high-res timestamp is: DOMTimeStamp only has millisecond precision, but DOMHighResTimeStamp has a minimal precision of ten microseconds.
How do you control speed in requestAnimationFrame?
The simplest way
A simple solution to this problem is to return from the render loop if the frame is not required to render: const FPS = 60; let prevTick = 0; function render() { requestAnimationFrame(render); // clamp to fixed framerate let now = Math.