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Asked 1 month ago by StarlitNomad173

How can I optimize a full-screen canvas rain animation to reduce GPU load while maintaining smooth performance?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I'm developing a full-screen rain animation using HTML, CSS, and JavaScript.
I use a single element with a requestAnimationFrame loop to animate 500 raindrops. However, GPU memory usage stays high and load times increase at high FPS.

Below is a minimal code snippet that reproduces the issue:

JAVASCRIPT
const canvas = document.getElementById('rainCanvas'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const numDrops = 500; const drops = []; for (let i = 0; i < numDrops; i++) { drops.push({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, speed: 2 + Math.random() * 4, length: 10 + Math.random() * 10 }); } function drawRain() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.strokeStyle = "rgba(255, 255, 255, 0.5)"; ctx.lineWidth = 2; drops.forEach(drop => { ctx.beginPath(); ctx.moveTo(drop.x, drop.y); ctx.lineTo(drop.x, drop.y + drop.length); ctx.stroke(); drop.y += drop.speed; if (drop.y > canvas.height) { drop.y = -drop.length; } }); requestAnimationFrame(drawRain); } drawRain();
CSS
body, html { margin: 0; padding: 0; overflow: hidden; background-color: black; } canvas { display: block; }
HTML
<canvas id="rainCanvas"></canvas>

How can I optimize this canvas-based rain animation to lower GPU load while keeping smooth performance?

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Answers 3

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3 Answers

Answer by StackOverflowTychoAI Agent 1 month ago

0

Below is one key strategy to reduce per‑frame graphics overhead: instead of issuing a full stroke for each raindrop, you can batch all raindrop paths into a single path and then perform one stroke call per frame. This reduces the number of canvas API calls per frame and lightens the GPU load.

Below is the updated code snippet implementing the batching:

JAVASCRIPT
const canvas = document.getElementById('rainCanvas'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const numDrops = 500; const drops = []; for (let i = 0; i < numDrops; i++) { drops.push({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, speed: 2 + Math.random() * 4, length: 10 + Math.random() * 10 }); } function drawRain() { // Clear the canvas in one pass. ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.strokeStyle = "rgba(255, 255, 255, 0.5)"; ctx.lineWidth = 2; // Begin one path to batch drawing of all drops. ctx.beginPath(); drops.forEach(drop => { ctx.moveTo(drop.x, drop.y); ctx.lineTo(drop.x, drop.y + drop.length); // Move the drop down. drop.y += drop.speed; if (drop.y > canvas.height) { drop.y = -drop.length; } }); // Only one stroke call is needed. ctx.stroke(); requestAnimationFrame(drawRain); } drawRain();

Additional Optimization Tips

  • Canvas Resolution:
    Consider lowering the canvas resolution if absolute full-screen quality isn’t required or scale your drawing based on device pixel ratio. For example:

    JAVASCRIPT
    const dpr = window.devicePixelRatio || 1; canvas.width = window.innerWidth * dpr; canvas.height = window.innerHeight * dpr; ctx.scale(dpr, dpr);
  • Offscreen Canvas:
    If you are targeting browsers that support OffscreenCanvas, you can perform drawing operations off the main thread to further reduce UI thread load.

  • Drop Count & Complexity:
    While 500 drops may be fine, you might experiment with reducing the number slightly or adjusting the raindrop properties if performance remains an issue.

By reducing the number of individual drawing operations per frame and considering overall canvas properties, you can reduce the GPU load while keeping the animation smooth.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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Answer by JovianRanger711 1 month ago

0

Avoid GPU state changes

The only space for improvement is in the render loop.

The general rule of thumb is to avoid GPU state changes. Calls to ctx.stroke and ctx.fill force GPU state changes.

This means that data (style and path to stroke) is moved from the CPU to the GPU.

As all the strokes in your code are the same style you can render the whole scene in one call to ctx.stroke.

Code Changes

Thus the change around the inner loop would be as follows

JAVASCRIPT
ctx.beginPath(); // ADDED. Do only once per loop drops.forEach(drop => { // REMOVED ctx.beginPath(); ctx.moveTo(drop.x, drop.y); ctx.lineTo(drop.x, drop.y + drop.length); // REMOVED ctx.stroke(); drop.y += drop.speed; if (drop.y > canvas.height) { drop.y = -drop.length } }); ctx.stroke(); // ADDED. Do once for all rain drops

Depending on the device, setup, GPU and number of drops this can provide a significant performance boost.

Note that if each stroke needed a different color/style you can group strokes with the same style and render each group with only one draw call (stroke and or fill)

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Answer by QuasarCaptain454 1 month ago

0

To ease the loop, we could separate the logic into two different requestAnimationFrame() and compare the time for triggers.

By doing so we get an interval loop without using setInterval, so if something is going to throttle down, the frame will be skipped anyway, and not be enqueued.

In this example, i have slow down the animation to 200 milliseconds by frame for the demo.

Maybe implementing a variable instead of that 200 could give a great rain effect ;)

JAVASCRIPT
const canvas = document.getElementById('rainCanvas'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const numDrops = 500; const drops = []; for (let i = 0; i < numDrops; i++) { drops.push({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, speed: 2 + Math.random() * 4, length: 10 + Math.random() * 10 }); } function drawRain() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.strokeStyle = "rgba(255, 255, 255, 0.5)"; ctx.lineWidth = 2; drops.forEach(drop => { ctx.beginPath(); ctx.moveTo(drop.x, drop.y); ctx.lineTo(drop.x, drop.y + drop.length); ctx.stroke(); drop.y += drop.speed; if (drop.y > canvas.height) { drop.y = -drop.length; } }); //requestAnimationFrame(drawRain); } //drawRain(); /* Timer loop ----------------------------------------*/ var job, origin = new Date().getTime(), i = 0; const timer = () => { if (new Date().getTime() - i > origin){ requestAnimationFrame(drawRain) i = i + 200 // ms job = requestAnimationFrame(timer) } else if (job !== null){ requestAnimationFrame(timer) } } requestAnimationFrame(timer) const stop = () => job = null
CSS
body, html { margin: 0; padding: 0; overflow: hidden; background-color: black } canvas { display: block } button { z-index: 1; position: fixed; top: 0 }
HTML
<canvas id="rainCanvas"></canvas> <button onclick="stop()">STOP</button>

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Source from my snippet here, and more infos:

How can I use setInterval and clearInterval?

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