Talks

Rendering without lumpy bits

Right, we've got a new project, we have to calculate and draw 500,000 pixels, and the deadline is in 16.67 milliseconds. When we're done, we'll do it again, and again. Web performance has always been about delivering those pixels on time, but the target has shifted. Optimising pure JavaScript (loops, string concatination, arithmetic) is more irrelevant than ever, performance gains are to be found in the DOM, layout dependencies, and the interaction with the GPU.

We'll look at a series of real-world rendering issues and how to combat them, understanding why particular hacks work, and how sometimes working against the browser can trick it into performing better. Covering basic html layout and animation, GPU interaction and high-dpi (retina) considerations across browsers and devices.

  • Jake works in Google Chrome's developer relations team, working on specs, testing implementations, and ensuring developers have tools to make their jobs less painful. He's a big fan of time-to-render optimisations, progressive enhancement, and all of that responsive stuff.

    Prior to Google, Jake worked at Lanyrd on their mobile web site (http://lanyrd.com/mobile/), and for the BBC working on JavaScript libraries and standards.

    Outside of the web, Jake like F1 and nice beer.