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by willtemperley 288 days ago
I find that caching of renders brings orders of magnitude higher performance when using the native iOS / macOS canvas, however I get the feeling that there is really a limit to the direct drawing performance possible with a canvas API. I haven’t tried this yet so I’d be happy to be surprised.
1 comments

Drawing cached renders in quads is how Core Animation works, but they do not scale well. You are ultimately limited by the CPU. Rasterizer enables a fully-animated canvas @ 60fps.