Comments (1)
I am confused by this request. The time variable limits the animation to 60fps (which was previously an issue for high refresh rate monitors). Changing that, while possible, would make the animation choppy. In essence, changing it to 30fps will draw half as often.
You are mentioning CPU usage, which is related to how much confetti is being used. To lower CPU usage, you can use less confetti. Or rather, CPU usage will go right back up if you lower the framerate and increase the amount of confetti. I am not sure that a configurable framerate is the answer to performance issues. Can you clarify what case you are seeing these performance issues in?
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Related Issues (20)
- Shoot confetti and set custom origin inside of card element HOT 1
- 大家项目在引入canvas-confetti后,项目有没有加载卡顿、非常缓慢的问题? HOT 1
- Have there been any issues with slow loading and slow loading in your project after introducing canvas confetti? HOT 3
- Add Confetti Title Text HOT 13
- Not A Proper Text Alignment Of The Emoji And It's Text HOT 3
- Emoji confetti broken on iOS Safari HOT 3
- emoji confetti render poorly in firefox HOT 1
- `shapeFromPath` type missing on `@types/canvas-confetti` HOT 3
- Nextjs 14 Type error HOT 2
- Calling shapeFromText throws an error if OffscreenCanvas is not supported HOT 2
- can't import in Astro project HOT 7
- Emoji Confetti Render Issue in Firefox (on macOS) HOT 4
- Attempted import error: 'canvas-confetti' does not contain a default export (imported as 'confetti'). in nextjs HOT 11
- Rotation on flat confetti HOT 2
- Orientation of screen HOT 4
- rerun the animation on stateChange. HOT 2
- Sponsorship in exchange for ad space? HOT 3
- consider adding more shapes, btw the code editor in demo page is buggy HOT 1
- Honour prefers-reduced-motion by default HOT 1
- Canvas-confetti on mobile devices.
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from canvas-confetti.