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Why is requestAnimationFrame better than setInterval or setTimeout

Why should I use requestAnimationFrame rather than setTimeout or setInterval?

This self-answered question is a documentation example.

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Blindman67

High quality animation.

The question is most simply answered with. requestAnimationFrame produces higher quality animation completely eliminating flicker and shear that can happen when using setTimeout or setInterval, and reduce or completely remove frame skips.

Shear

is when a new canvas buffer is presented to the display buffer midway through the display scan resulting in a shear line caused by the mismatched animation positions.

Flicker

is caused when the canvas buffer is presented to the display buffer before the canvas has been fully rendered.

Frame skip

is caused when the time between rendering frames is not in precise sync with the display hardware. Every so many frames a frame will be skipped producing inconsistent animation. (There are method to reduce this but personally I think these methods produce worse overall results) As most devices use 60 frames per second (or multiple of) resulting in a new frame every 16.666...ms and the timers setTimeout and setInterval use integers values they can never perfectly match the framerate (rounding up to 17ms if you have interval = 1000/60)

A demo is worth a thousand words.

Update The answer to the question requestAnimationFrame loop not correct fps shows how setTimeout's frame time is inconsistent and compares it to requestAnimationFrame.

The demo shows a simple animation (stripes moving across the screen) clicking the mouse button will switch between the rendering update methods used.

There are several update methods used. It will depend on the hardware setup you are running as to what the exact appearance of the animation artifacts will be. You will be looking for little twitches in the movement of the stripes

Note. You may have display sync turned off, or hardware acceleration off which will affect the quality of all the timing methods. Low end devices may also have trouble with the animation

Timer Uses setTimeout to animate. Time is 1000/60

RAF Best Quality, Uses requestAnimationFrame to animate

Dual Timers, Uses two timers, one called every 1000/60 clears and another to render. UPDATE OCT 2019 There have been some changes in how timers present content. To show that setInterval does not correctly sync with the display refresh I have changed the Dual timers example to show that using more than one setInterval can still cause serious flicker The extent of the flickering this will produce depends on hardware set up.

RAF with timed animation, Uses requestAnimationFrame but animates using frame elapsed time. This technique is very common in animations. I believe it is flawed but I leave that up to the viewer

Timer with timed animation. As "RAF with timed animation" and is used in this case to overcome frame skip seen in "Timer" method. Again I think it suks, but the gaming community swear it is the best method to use when you don't have access to display refresh

/** SimpleFullCanvasMouse.js begin **/ var backBuff; var bctx; const STRIPE_WIDTH = 250; var textWidth; const helpText = "Click mouse to change render update method."; var onResize = function(){ if(backBuff === undefined){ backBuff = document.createElement("canvas") ; bctx = backBuff.getContext("2d"); } backBuff.width = canvas.width; backBuff.height = canvas.height; bctx.fillStyle = "White" bctx.fillRect(0,0,w,h); bctx.fillStyle = "Black"; for(var i = 0; i < w; i += STRIPE_WIDTH){ bctx.fillRect(i,0,STRIPE_WIDTH/2,h) ; } ctx.font = "20px arial"; ctx.textAlign = "center"; ctx.font = "20px arial"; textWidth = ctx.measureText(helpText).width; }; var tick = 0; var displayMethod = 0; var methods = "Timer,RAF Best Quality,Dual Timers,RAF with timed animation,Timer with timed animation".split(","); var dualTimersActive = false; var hdl1, hdl2 function display(timeAdvance){ // put code in here tick += timeAdvance; tick %= w; ctx.drawImage(backBuff,tick-w,0); ctx.drawImage(backBuff,tick,0); if(textWidth !== undefined){ ctx.fillStyle = "rgba(255,255,255,0.7)"; ctx.fillRect(w /2 - textWidth/2, 0,textWidth,40); ctx.fillStyle = "black"; ctx.fillText(helpText,w/2, 14); ctx.fillText("Display method : " + methods[displayMethod],w/2, 34); } if(mouse.buttonRaw&1){ displayMethod += 1; displayMethod %= methods.length; mouse.buttonRaw = 0; lastTime = null; tick = 0; if(dualTimersActive) { dualTimersActive = false; clearInterval(hdl1); clearInterval(hdl2); updateMethods[displayMethod]() } } } //================================================================================================== // The following code is support code that provides me with a standard interface to various forums. // It provides a mouse interface, a full screen canvas, and some global often used variable // like canvas, ctx, mouse, w, h (width and height), globalTime // This code is not intended to be part of the answer unless specified and has been formated to reduce // display size. It should not be used as an example of how to write a canvas interface. // By Blindman67 const U = undefined;const RESIZE_DEBOUNCE_TIME = 100; var w,h,cw,ch,canvas,ctx,mouse,createCanvas,resizeCanvas,setGlobals,globalTime=0,resizeCount = 0; var L = typeof log === "function" ? log : function(d){ console.log(d); } createCanvas = function () { var c,cs; cs = (c = document.createElement("canvas")).style; cs.position = "absolute"; cs.top = cs.left = "0px"; cs.zIndex = 1000; document.body.appendChild(c); return c;} resizeCanvas = function () { if (canvas === U) { canvas = createCanvas(); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; ctx = canvas.getContext("2d"); if (typeof setGlobals === "function") { setGlobals(); } if (typeof onResize === "function"){ resizeCount += 1; setTimeout(debounceResize,RESIZE_DEBOUNCE_TIME);} } function debounceResize(){ resizeCount -= 1; if(resizeCount <= 0){ onResize();}} setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; mouse.updateBounds(); } mouse = (function(){ function preventDefault(e) { e.preventDefault(); } var mouse = { x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0, over : false, bm : [1, 2, 4, 6, 5, 3], active : false,bounds : null, crashRecover : null, mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",") }; var m = mouse; function mouseMove(e) { var t = e.type; m.x = e.clientX - m.bounds.left; m.y = e.clientY - m.bounds.top; m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey; if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; } else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; } else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; } else if (t === "mouseover") { m.over = true; } else if (t === "mousewheel") { m.w = e.wheelDelta; } else if (t === "DOMMouseScroll") { m.w = -e.detail; } if (m.callbacks) { m.callbacks.forEach(c => c(e)); } if((m.buttonRaw & 2) && m.crashRecover !== null){ if(typeof m.crashRecover === "function"){ setTimeout(m.crashRecover,0);}} e.preventDefault(); } m.updateBounds = function(){ if(m.active){ m.bounds = m.element.getBoundingClientRect(); } } m.addCallback = function (callback) { if (typeof callback === "function") { if (m.callbacks === U) { m.callbacks = [callback]; } else { m.callbacks.push(callback); } } else { throw new TypeError("mouse.addCallback argument must be a function"); } } m.start = function (element, blockContextMenu) { if (m.element !== U) { m.removeMouse(); } m.element = element === U ? document : element; m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu; m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } ); if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); } m.active = true; m.updateBounds(); } m.remove = function () { if (m.element !== U) { m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } ); if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);} m.element = m.callbacks = m.contextMenuBlocked = U; m.active = false; } } return mouse; })(); resizeCanvas(); mouse.start(canvas,true); onResize() var lastTime = null; window.addEventListener("resize",resizeCanvas); function clearCTX(){ ctx.setTransform(1,0,0,1,0,0); // reset transform ctx.globalAlpha = 1; // reset alpha ctx.clearRect(0,0,w,h); // though not needed this is here to be fair across methods and demonstrat flicker } function dualUpdate(){ if(!dualTimersActive) { dualTimersActive = true; hdl1 = setInterval( clearCTX, 1000/60); hdl2 = setInterval(() => display(10), 1000/60); } } function timerUpdate(){ timer = performance.now(); if(!lastTime){ lastTime = timer; } var time = (timer-lastTime) / (1000/60); lastTime = timer; setTimeout(updateMethods[displayMethod],1000/60); clearCTX(); display(10*time); } function updateRAF(){ clearCTX(); requestAnimationFrame(updateMethods[displayMethod]); display(10); } function updateRAFTimer(timer){ // Main update loop clearCTX(); requestAnimationFrame(updateMethods[displayMethod]); if(!timer){ timer = 0; } if(!lastTime){ lastTime = timer; } var time = (timer-lastTime) / (1000/60); display(10 * time); lastTime = timer; } displayMethod = 1; var updateMethods = [timerUpdate,updateRAF,dualUpdate,updateRAFTimer,timerUpdate] updateMethods[displayMethod](); /** SimpleFullCanvasMouse.js end **/


Good answer, one note is that the browser automatically does double-buffering for you, so there's never the risk of shear with the normal Canvas, same goes for flicker.
@Cristy Yes DOM double buffers. However a function (including timeout and interval) upon exit (execution idle aka call stack empty,) has rendered back buffers immediately presented to display RAM which could be mid scan This will cause animation shear if you render with a single function, and flicker if rendering with two functions, both of which exit to idle. requestAnimationFramess callback is special, upon exit the back buffers are held until Vsync (no pixels move to display) This stops shear and flicker.
I'm seeing sheer in all of the examples. The lines look like staircases. The animation is smooth and there doesn't seem to be any skipped frames, however. Is there a way to correct this without reducing frame rate? (Chrome v84, crappy old Lenovo with even worse graphics card.)
@VictorStoddard Check the graphics card device settings. Make sure that it is not set to override the V sync.
@Blindman67 if you remember, you answered my question on Code Review Stack Exchange 20 days ago: codereview.stackexchange.com/questions/252922/… I could no longer find your answer. Could you please re-answer that, as it was beautifully explained :)