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
,
Dec 12 2016
,
Dec 13 2016
Do you have an example page you could link to that shows this problem?
,
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..
,
Dec 21 2016
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
,
Dec 30 2016
Per C#4 looks to be Mobile(Android) related.
,
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..
,
Feb 6 2017
,
Mar 13 2017
Cleaning up sheriffbot label "Needs-Review" label as a part of modified "Needs-Feedback" sheriffbot rule. [ref bug for cleanup 684919]
,
Aug 20
,
Oct 2
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. |
|||||||||
►
Sign in to add a comment |
|||||||||
Comment 1 by dtapu...@chromium.org
, Dec 9 2016