videoglow

Demo

Performance

Measure render cost per frame across buffer resolutions and sampling rates.

Install

npm install @videoglow/core

Live 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).