4 ms·
The benchmark results in this article (as well as the benchmark itself) are not very representative. There are just too many use cases to consider and the bench
by phoboslab 16y ago
The benchmark results in this article (as well as the benchmark itself) are not very representative. There are just too many use cases to consider and the benchmark seems to only deal with a tiny subset - one that IE9 happens to handle nicely.
I believe that some browsers struggle with this benchmark, because it uses 2 canvases on top of each other (one for the background, one for the sprites).
Here's a benchmark I just put together, that only uses one canvas:
http://www.phoboslab.org/crap/notjsgamebench/ http://www.phoboslab.org/crap/notjsgamebench/
Chrome 10, Firefox4 beta 7, IE9 and Opera 11 are quite on par in this one. They all draw about 1000 - 1400 sprites at 30fps on Windows 7.
And here's an example where IE9 performs very poorly (press F during gameplay to see the fps):
http://playbiolab.com/hqx.php?s=4 http://playbiolab.com/hqx.php?s=4
I just have about 20fps in IE9, whereas all other browsers draw at a steady 60fps. This happens because IE9 seems to only accelerate the drawing of IMGs into a canvas - drawing canvases into a canvas is still extremely slow.