2 ms·
I think the main issue is that the console and framebuffer use canvas elements which are continuously refreshed by a javascript timeout. This tends to use up al
by zhemao 13y ago
I think the main issue is that the console and framebuffer use canvas elements which are continuously refreshed by a javascript timeout. This tends to use up all of a single core, no matter how little of the screen is actually changed. Perhaps using requestAnimationFrame could improve the CPU utilization.