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Limit the frame-rate being targeted with requestAnimationFrame
limitLoop.js - limit the frame-rate when using requestAnimation frame
Released under an MIT license.
When to use it?
A consistent frame-rate can be better than a janky experience only
occasionally hitting 60fps. Use this trick to target a specific frame-
rate (e.g 30fps, 48fps) until browsers better tackle this problem
Please ensure that if you're using this workaround, you've done your best
to find and optimize the performance bottlenecks in your application first.
60fps should be an attainable goal. If however you've tried your best and
are still not getting the desired frame-rate, see if you can get some mileage
with it.
This type of trick works better when you know you have a fixed amount
of work to be done and it will always take longer than 16.6ms. It doesn't
work as well when your workload is somewhat variable.
When we draw, deduct the last frame's execution time from the current
time to see if the time elapsed since the last frame is more than the
fps-based interval or not. Should the condition evaluate to true, set
the time for the current frame which will be the last frame execution
time in the next drawing call.
Prior art / inspiration
var limitLoop = function (fn, fps) {
// Use var then =; if you
// don't care about targetting < IE9
var then = new Date().getTime();
// custom fps, otherwise fallback to 60
fps = fps || 60;
var interval = 1000 / fps;
return (function loop(time){
// again, if it's available
var now = new Date().getTime();
var delta = now - then;
if (delta > interval) {
// Update time
// now - (delta % interval) is an improvement over just
// using then = now, which can end up lowering overall fps
then = now - (delta % interval);
// call the fn
Feel free to play with this over at
You can either use the Chrome DevTools Timeline or FPS counter to confirm
if you're hitting a consistent fps.
// rAF normalization
window.requestAnimationFrame = function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
function(f) {
// define a reference to the canvas's 2D context
var context = television.getContext('2d');
// create a buffer to hold the pixel data
var pixelBuffer = context.createImageData(television.width, television.height);
function drawStatic() {
var color,
data =,
index = 0,
len = data.length;
while (index < len) {
// choose a random grayscale color
color = Math.floor(Math.random() * 0xff);
// red, green and blue are set to the same color
// to result in a random gray pixel
data[index++] = data[index++] = data[index++] = color;
// the fourth multiple is always completely opaque
data[index++] = 0xff; // alpha
// flush our pixel buffer to the canvas
context.putImageData(pixelBuffer, 0, 0);
limitLoop(drawStatic, 30);
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love your work dude thank you

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