Hacker News new | past | comments | ask | show | jobs | submit login

What's an example scenario where you need an ultra-high-resolution timer?

For WebGL, don't you just rely on requestAnimationFrame to call you at the right times, and draw your frame as quickly as possible? What's the benefit of being able to measure the frame time to the nearest microsecond, rather than the nearest millisecond?




Timing behavior in literally any game.


Does the timer need to be much higher resolution than the frame rate? If so, why?

Maybe you want to measure the frame rate precisely? That is certainly something you can do, but not usually something you need to do.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: