Demo
Performance
Measure render cost per frame across buffer resolutions and sampling rates.
Install
npm install @videoglow/coreLive engine (default 160 px buffer, 30 fps cap)
- running
- false
- sampling
- false
- visible
- false
- source
- none / -
- frames rendered
- 0
- frames skipped (fps cap)
- 0
- buffer
- 0x0
- last render
- 0.000 ms
- average render
- 0.000 ms
- render errors
- 0
Draw cost per buffer resolution
Run the benchmark to measure synchronous drawImage cost on this device.
Reading the numbers
The measurable part of the pipeline is drawImage into the buffer. The blur runs on the compositor and is paid only when the glow layer changes, at most once per rendered frame. Main-thread cost therefore scales with buffer area and the fps cap, not with the video resolution or the blur radius. YouTube synchronization costs one postMessage round trip per drift check (one per second while playing).