To optimize Canvas performance, the key is to reduce redraw areas, control drawing frequency, use resources reasonably, and avoid unnecessary calculations. 1. Reduce redraw areas, clear and redraw the changed parts, and use dirty rectangle detection mechanism; 2. Control the drawing frequency, use requestAnimationFrame, preload resources, and limit unnecessary high frame rates; 3. Use off-screen canvas and image cache to convert static content to images to quickly draw; 4. Avoid excessive use of transparency and filter effects, and prioritize CSS or WebGL alternatives.
Canvas performance optimization is not complicated, but it is indeed prone to problems. Especially when high-frequency redrawing or processing large amounts of graphic elements is required, performance is easy to drag on. To make canvas run smoothly, the key is to control the drawing frequency, reduce the redraw area, use resources reasonably and avoid unnecessary calculations.

1. Reduce redrawing areas
Many people clear the whole canvas and repaint it as soon as they come up. In fact, many times only some of the screen needs to be updated.

- If you are doing animations and only moving elements at one corner of the screen, why repaint the entire canvas?
- You can use
clearRect()
to clear only the changed part - Or in complex scenarios, use the "dirty rectangle detection" mechanism to record which areas have changed and then refresh them locally.
This can greatly reduce the burden on the GPU, especially on mobile devices or low-end devices.
2. Control the drawing frequency
canvas animations are usually driven by requestAnimationFrame
, but if your logic is too slow, the frame rate will fall.

- Avoid doing a lot of calculations in every frame (such as collision detection, path search)
- Prepare some calculations in advance, such as preloading the image and precalculating the coordinates
- If you do not need a high frame rate (such as UI update), you can limit the frame rate to around 30fps
For example: If a particle system generates dozens of new particles per frame and recalculates the position, the CPU will quickly lose control. At this time, you can consider down-frequency update logic, only render without calculation, or batch processing.
3. Use off-screen canvas and image cache rationally
Frequently drawing complex vector graphics will be very performance-consuming, especially when using shadows, gradients, rotations, etc.
- You can draw the unchanged part on a "off-screen canvas" first, and then paste it as a picture.
- Once the image is generated, it can be quickly drawn with
drawImage()
, which is faster than each re-drawing of the figure. - For static backgrounds, UI elements, icons, etc., it is recommended to cache them directly into Image or textures
The advantage of this is that it reduces the drawing operation per frame and the GPU can process image data more efficiently.
4. Avoid excessive use of transparency and filter effects
Although canvas supports visual effects such as alpha mixing, shadowing, and blur, these operations have a great impact on performance.
- Try to use
globalAlpha
as little as possible, especially when multiple layers are superimposed - Shadow-related properties such as
shadowBlur
will significantly slow down the drawing speed. - If you have to use filters, consider using CSS or WebGL instead
For example: In a game, each character is shadowed and the frame rate may drop from 60 to over 20. After removing the shadows, performance immediately rebounds.
Basically that's it. Canvas performance optimization is not something that can be achieved overnight. The key is to pay more attention to drawing logic in daily development and not pile things on the canvas.
The above is the detailed content of HTML5 canvas performance optimization techniques. For more information, please follow other related articles on the PHP Chinese website!

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