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Gregory Dean Hall
Posted Nov 25 - Read on Facebook

Is prototyping on an iPhone 6 Plus a bad idea. I am getting really slow animations

11 Comments

Jorn van Dijk

Shouldn't be. Mine is pretty fluid. Share your prototype?

Gregory Dean Hall

what speeds are good? I mean its a huge canvas?

Gregory Dean Hall

I cant share because its confidential

Jorn van Dijk

60fps here on a ScrollComponent of approx. 6000px tall.

Gregory Dean Hall

so i suppose this is done in animation options - speed?

Gregory Dean Hall

my sketch file is at full iphone 6 plus res

Jorn van Dijk

I'm not sure I follow your question.

Jorn van Dijk

If you're looking for how to set AnimationOptions, here it is in the docs → http://framerjs.com/docs/#layer.animate

Marc Krenn

How many layers do you animate concurrently?

In my experience, 10-20 animated layers @3x (eg. re-ordering a bookshelf) can result in some nasty framerate dips.

Koen Bok

Hmmm that sounds slow to me. Here, I can animate ~200 layers (only gpu properties) at 60fps on an iPhone 6s.

There are basically 4 easy ways to kill performance: 1) modify the dom while animating (superLayer) 2) animate non-gpu properties like width or blur 3) run out of gpu memory (too many images) 4) a javascript mistake (tight endless loop).

Gregory Dean Hall

okay thanks. I sorted it out with with a beizer curve

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