Stress Testing HTML 5
Now that I have the “actually difficult” code in and working, I thought I’d do some benchmarking on weaker systems.
On any decent computer, I do ~30 FPS easy (~60 too), no matter the browser. On lower end computers though (Netbooks, Tablets, Phones), I’m getting the following performance:
32^2 = 1024 Compares
AMD C-50 Firefox 8: ~20 FPS
AMD C-50 IE 9: ~17 FPS
Intel Atom Firefox 8: ~10 FPS
Intel Atom Chrome 16: ~11 FPS
Intel Atom IE 9: ~10 FPS
iPad 2nd Gen (Safari): ~15 FPS
iPad 1st Gen (Safari): ~8 FPS
BlackBerry PlayBook (Webkit): ~10 FPS
Kindle Fire (Android Webkit): ~9 FPS
Nexus S (Android Webkit): ~3 FPS
Onda VX610W (Android Webkit): ~4 FPS
Nintendo 3DS (Opera): Too Freaking Slow
So I guess HTML5 Canvas 2D is less up to snuff than I thought. Ah well.
16^2 = 256 Compares
EDIT: Some tweaking later (less objects). With a proper partitioning in place, performance would be more like this:
AMD C-50 Firefox 8: ~30 FPS
AMD C-50 Chrome 16: ~22 FPS
AMD C-50 IE 9: ~29 FPS
Intel Atom Firefox 8: ~26 FPS Idle, 24 FPS Active
Intel Atom Chrome 16: ~24 FPS Idle, 13 FPS Active
Intel Atom IE 9: ~19 FPS
iPad 2nd Gen (Safari): ~24 FPS
iPad 1st Gen (Safari): ~17 FPS
BlackBerry PlayBook (Webkit): ~14 FPS
Kindle Fire (Android Webkit): ~25 FPS
Nexus S (Android Webkit): ~10 FPS
Nintendo 3DS (Opera): 1 Frame per 10-20 Seconds
So in other words, good enough to run stuff, but what you run on it still needs to be carefully designed. You can’t just spitball sprites and expected to get 30-60 FPS.

I’m throwing sprites everywhere and not getting good FPSs, oops. NEED MOAR CPUS