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Skill · Version 1.0.0

Animationsleistung überprüfen

Misst Animationsarbeit, Ressourcenlebensdauer und Unterbrechungen bei unterschiedlichen Ansichten und Sichtbarkeitszuständen.

animation-performance-verification

Entdecke, wie der Skill hilft

Wann ist der Skill hilfreich?

Nutze diesen Skill bei ruckelnder Bewegung oder unnötiger Arbeit außerhalb des sichtbaren Bereichs.

Wobei hilft er dir?

  • Trennt Layout-Lese- und Schreibzugriffe und begrenzt teure Zeichenarbeit.
  • Pausiert unsichtbare Abläufe und gibt Animations- und Grafikressourcen frei.
  • Prüft schnelle Unterbrechungen, Größenänderungen und Rückkehr aus Hintergrundtabs.

Das könntest du fragen

Miss unsere Hero-Animation mobil und prüfe unsichtbare Pausen, wiederholte Navigation und die Rückkehr zum Tab. Wiederhole Betreten und Verlassen mehrmals. Vergleiche Framezeiten und verbleibende Ressourcen; ein flüssiger erster Besuch darf anwachsende Animationsinstanzen nicht verdecken.

Ausführliche Dokumentation

Hier findest du die ursprüngliche Anleitung, Beispiele und Prüfschritte des Skills in ihrer Originalsprache.

Details…Weniger anzeigen

Animation Performance & Verification

Smooth motion requires staying within the frame budget ($16.6\text{ms}$ at 60Hz, $8.3\text{ms}$ at 120Hz ProMotion) while keeping main-thread input responsiveness (INP) crisp and GPU memory bounded.

Eliminating Layout Thrashing & Paint Bottlenecks

  1. Batch DOM reads before DOM writes:
    • Reading layout properties (offsetWidth, getBoundingClientRect(), scrollTop, getComputedStyle()) immediately after mutating styles forces a synchronous browser reflow. Perform all measurements in a single read pass before applying style mutations or scheduling writes inside requestAnimationFrame.
  2. Disciplined GPU layer promotion (will-change):
    • Never apply will-change: transform, opacity globally (* or hundreds of list items), which exhausts GPU VRAM (especially on mobile Safari and high-DPI displays).
    • Apply will-change only to elements actively animating or about to animate, and remove it when the animation settles if layer count is high.
    • Watch out for expensive paint properties: animating large blur() filters, box-shadow, or mask-image repaints textures every frame. Instead, pre-render blurred shadows onto a pseudo-element (::after) and animate only the pseudo-element's opacity and transform.

Visibility Lifecycle & Resource Cleanup

Never waste CPU/GPU cycles animating elements the user cannot see:

  • Offscreen pausing (IntersectionObserver): Pause continuous requestAnimationFrame loops, Canvas/WebGL renderers, SVG loops, and video/timeline playback as soon as the container leaves the viewport (!entry.isIntersecting).
  • Background tab suspension (visibilitychange): Pause timers and custom rAF delta clocks on document.hidden === true, and clamp deltaTime (Math.min(dt, 0.05)) on resume so physics or particle simulations do not explode after a 10-minute background pause.
  • Deterministic teardown on unmount:
    • Cancel active requestAnimationFrame IDs, AbortController listeners, ResizeObserver, and IntersectionObserver instances.
    • Revert animation contexts (ctx.revert(), ScrollTrigger.kill(), animation.cancel()) and dispose WebGL geometries, materials, textures, and render targets.

Browser Verification Checklist

Verify every significant animation against concrete conditions before handoff:

  1. Input & interruption stress test: Rapidly hover/unhover, click repeatedly mid-transition, press Escape, and trigger browser Back/Forward during the animation.
  2. Viewport & mid-page load test: Reload the page while scrolled halfway down a scroll-triggered scene; resize across mobile (375px) and desktop (1440px+) breakpoints; test both touch/trackpad and wheel scrolling.
  3. Reduced-motion & keyboard walkthrough: Toggle prefers-reduced-motion: reduce and navigate the entire scene using only Tab, Shift+Tab, Enter, Space, and arrow keys.
  4. Performance profiling: Inspect Chrome DevTools Performance / Rendering tracks (Layout Shift regions, Paint flashing, Frame timing, and Heap/GPU memory after 5 mount/unmount cycles).

Enthaltene Dateien 1

  • SKILL.md