I’m no specialist of performance here. Clearly not. Yet, you are limiting at 12fps a movement that goes from 0 to 1 (bjs units). I don’t see how this could run smoothly at anything less than 24fps (human eye average speed to interpolate images - using motion blur). If you run your PG at 25/30fps the result is not bad (in my opinion).
The main issue is that you cannot really do that with multi views. On each RAF, the system will render the view and if the view was not updated it will simply clear it and copy a cleared screen:
In the meantime, don’t you think framerate limiting with or without multi canvas is a demanded feature? It would be great to see this._renderViews() be refactored in a more controllable way.
I’ll answer this from a user experience/gamer experience perspective. Usually, it would be part of user options/settings. As a user/gamer, I like it this way. Of course, personal opinion only.