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Issue metadata

Status: WontFix
Owner: ----
Closed: Oct 2
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Android
Pri: 2
Type: Bug



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frame down with touchmove and mousemove

Reported by gsem...@gmail.com, Dec 8 2016

Issue description

UserAgent: Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2944.0 Safari/537.36

Steps to reproduce the problem:
1. render images with webgl(FPS should have under 60fps and then it can feel more easy)
2. press touch on mobile or tablet and move 
3. frame is down 1-10 fps, and repeat from 1
   and then frame is down and down continually

if use bad mobile you can check more easy

What is the expected behavior?
no frame down with move event

What went wrong?
frame is dropped and dropped when use touch event(with move)
only add move event like under code
===
window.document.addEventListener('mousemove',    this.onMouseMove, true);
    this.interactionDOMElement.addEventListener('mousedown',    this.onMouseDown, true);
    this.interactionDOMElement.addEventListener('mouseout',     this.onMouseOut, true);

    this.interactionDOMElement.addEventListener('touchstart',   this.onTouchStart, true);
    this.interactionDOMElement.addEventListener('touchend',     this.onTouchEnd, true);
    this.interactionDOMElement.addEventListener('touchmove',    this.onTouchMove, true);
==

and function like this.onTouchMove do nothing?
empty function 

but frame was dropped.

some month ago when use mouse or touch  websocket's recv was frozen

i think simular.

thx

Did this work before? No 

Chrome version: 57.0.2944.0  Channel: stable
OS Version: 6.1 (Windows 7, Windows Server 2008 R2)
Flash Version: 

i think this is very very critical issue with game developer with  html5 and using chrome..

because heavy game can't control if happen like this issue
 
Components: -Blink Blink>Scheduling
Labels: M-57
Labels: Needs-Feedback
Do you have an example page you could link to that shows this problem?

Comment 4 by gsem...@gmail.com, Dec 14 2016

https://jsfiddle.net/gbear/qg0n0a9g/8/

this is not perfect example to happen this issue

but it will be feel or check .

how to make this issue
   . 1.open upper link on mobile's chrome
     2.you can see image's and fps_div
     3.if images not loaded, reload again

     
     4.touch and moving very fast continuously
         fps will be dropped 5-10 or more
     loop 4 

fps is getting dropped slowly 

if test mobile machine is good to drop fps. please draw more images

our test machine is samsung galaxy note3

other android machine can make same.

thx..



Project Member

Comment 5 by sheriffbot@chromium.org, Dec 21 2016

Labels: -Needs-Feedback Needs-Review
Owner: skyos...@chromium.org
Thank you for providing more feedback. Adding requester "skyostil@chromium.org" for another review and adding "Needs-Review" label for tracking.

For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot

Comment 6 by ajha@chromium.org, Dec 30 2016

Labels: -OS-Windows OS-Android
Per C#4 looks to be Mobile(Android) related.

Comment 7 by gsem...@gmail.com, Dec 30 2016



IOS was not or a litte bit critical..(this meaning is frame drop is more low)

Android with chrome was big dropped..


Status: Assigned (was: Unconfirmed)

Comment 9 by cda...@chromium.org, Mar 13 2017

Labels: -Needs-Review
Cleaning up sheriffbot label "Needs-Review" label as a part of modified "Needs-Feedback" sheriffbot rule. [ref bug for cleanup 684919]
Owner: ----
Status: Available (was: Assigned)
Cc: skyos...@chromium.org
Status: WontFix (was: Available)
I could reproduce some of this on a Nexus 5X - that is, playing the demo from #4, I could see a drop in frame rate after a while. This doesn't require an interaction with the page though - just let it sit for a minute or two, and the FPS is halved.

I'm going to attribute this to thermal throttling of the chipsets in the handset - you're running a large workload, and after a while, the chipset heats up and throttles the frequency down, which reduces the frame rate. There's nothing Chrome can do about that - the "fix" is to reduce the workload, e.g. by simplifying the resources you're rendering.

I didn't observe any scheduling issues or other unexpected behavior when interacting with the example page either. Thus closing as working-as-intended.

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