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OnScrenn vs OffScreen canvas measureText performance
(version: 1)
DomCanvas vs OffscreenCanvas
Comparing performance of:
Canvas vs OffscreenCanvas
Created:
one year ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<div id="wrapper"></div>
Script Preparation code:
var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); document.getElementById('wrapper').append(canvas); var offscreenCanvas = document.createElement('canvas'); var offscreenContext = offscreenCanvas.getContext('2d');
Tests:
Canvas
context.measureText('m');
OffscreenCanvas
offscreenContext.measureText('m');
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
Canvas
OffscreenCanvas
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
6 months ago
)
User agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/140.0.0.0 Safari/537.36
Browser/OS:
Chrome 140 on Windows
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Test name
Executions per second
Canvas
3508650.5 Ops/sec
OffscreenCanvas
4488836.0 Ops/sec
Autogenerated LLM Summary
(model
gpt-4o-mini
, generated one year ago):
The provided benchmark compares the performance of text measurement operations in two different types of HTML5 canvases: the standard DOM canvas and the OffscreenCanvas. The primary focus is on the method `measureText`, which allows for measurement of the width of text rendered in specific fonts on the canvas. ### Options Compared 1. **Standard DOM Canvas** - **Benchmark Definition**: `context.measureText('m');` - **Description**: This test uses a standard canvas element created via the DOM. The `measureText` method is executed on its context, calculating the size of the text "m". 2. **OffscreenCanvas** - **Benchmark Definition**: `offscreenContext.measureText('m');` - **Description**: This test utilizes an OffscreenCanvas, which allows for rendering operations to be done off the main thread. The `measureText` method is executed on the OffscreenCanvas context. ### Pros and Cons #### Standard DOM Canvas - **Pros**: - Simplicity: It is easy to use and widely supported across browsers. - Directly integrates with existing DOM elements and can be manipulated immediately as part of the document flow. - **Cons**: - Performance: Operations performed on the main thread can lead to jank or latency in UI responsiveness, especially when many drawing operations are involved. - More CPU-heavy for complex operations, leading to speed limitations in contexts where rapid rendering or measurement is required. #### OffscreenCanvas - **Pros**: - Performance: OffscreenCanvas is designed for performance, allowing drawing operations to be handled off the main rendering thread. This can significantly speed up rendering operations, reduce lag, and enhance the responsiveness of UI elements. - Suitable for Web Workers: OffscreenCanvas can be passed to Web Workers, enabling heavy graphics processing without affecting the UI thread. - **Cons**: - Limited Browser Support: Not all browsers support OffscreenCanvas, which may necessitate fallback mechanisms. As of now, support is growing but still not universal. - More Complexity: Requires understanding of async operations and possibly managing Web Workers, increasing the complexity of implementation. ### Libraries and Features - Although this benchmark does not specifically reference a library, it uses the built-in capabilities of the HTML5 `<canvas>` element and its associated API for 2D rendering. - **No special JS syntax**: The JavaScript used is standard for canvas operations, with no novel features or syntax that require specific attention. ### Alternatives 1. **SVG (Scalable Vector Graphics)**: Another alternative for rendering graphics in browsers, which can be more flexible for dynamic graphics but may not perform as well as OffscreenCanvas in rapidly changing scenarios. 2. **WebGL**: For more complex graphics requirements beyond standard 2D rendering, WebGL can provide hardware-accelerated graphics. However, WebGL requires a steeper learning curve compared to canvas rendering. 3. **2D Canvas Libraries**: Such as Fabric.js or PixiJS, which abstract and simplify interactions with canvas elements. They provide a higher-level API for common tasks, but they may come with additional overhead compared to raw canvas operations. In conclusion, the benchmark effectively contrasts two approaches to measuring text dimensions, focusing on performance implications in web applications. Developers can choose based on their specific needs, including performance on complex UIs, ease of development, and browser compatibility.
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