"HTML5" versus Flash: Animation Benchmarking
themaninblue.com
themaninblue.com
The one slightly misleading thing about this test case is I'm pretty sure canvas would fall behind quite quickly with a scene with more complicated shapes (understandably so, you have to call JS functions to redraw everything every frame, whereas in Flash you could draw once and then move objects around and let the renderer deal with it without the overhead of calling the drawing functions every time).
something like this www.audiotools.com would not even be possible in canvas me thinks.
Canvas as consistently 38/39fps.
666 Flash
3.5 SVG (but I did not see shadows)
Actual rate for SVG looked more like 0.2 FPS
13 Canvas
I wonder if the Flash is hardware accelerated? I have a beefy graphics card, an AMD 5870.For Chrome, the results are quite different:
110 Flash
43 SVG (still no shadows)
14 Canvas
With the unadorned links: 17 HTML/Chrome
14 HTML/Firefox (between 25 and 14, GC? pauses)
85 Canvas/Chrome
40 Canvas/Firefox
40 SVG/Chrome
3 SVG/Firefox (again, looked more like 0.2)
100 Flash/Chrome
666 Flash/FirefoxFF+html: 2.5; +canvas: 4; +svg: 1; +flash: 15fps
Has anyone else noticed anything similar?
As the comments show, different systems will have different performance benchmarks. Maximizing performance on your dev system doesn't guarantee performance for your users. A full test suite of all platforms and browsers and Flash versions, while possible, seems like a burdensome undertaking for most folk.
I'd spend a lot more time maximizing the performance of my underlying code than benchmarking which platform can edge out the other. If you NEED that edge, you can be sure that some systems out there won't cut it.
HTML 23 Canvas 25 SVG 13 Flash 50
No contest here :-/
Play with this a bit: http://pastebin.com/wauSARbt
1000 plots, averages to 35 fps on my 2.25ghz Macbook on Safari 4.0.3, and this requires more computational power per object plotted than a smart version of the "bouncing balls" effect he tries to do.