The latest version of Chrome/Edge browser, the impact of keyboard input on timer tasks

This may not be a bug in Babylonjs. I use the latest version of Chrome/Edge browser. When the rendering frame rate is below 50 fps, the combination of keyboard keys (such as simultaneously pressing six keys on the keyboard without releasing them) may cause instability in the timer task, although I do not listen for any keydown or keyup events on the page. Currently, only the latest version of Chrome/Edge for Windows has this issue, while Chrome/Edge for MacOS does not have this issue. In addition to timer tasks, this can also affect the onmessage of webworkers and websockets.

Older versions of Chrome/Edge have been verified to have no such issues.

Necessary conditions for triggering a bug:

  1. Windows 10 system

  2. The latest version of edge/chrome (111.0.5563.147)

  3. The frame rate fps is lower than 50

  4. Press 6 keyboard keys simultaneously without releasing them

You can experience this by observing the time interval for console printing as linked below :smiley:

I’m reproducing (I have to increase the number of spheres created per second to decrease my framerate) but I don’t see anything different in the performance tab between frames where I don’t press keys and frames where I press keys, at least on the Babylon.js side. So it seems to have something to do with the browser itself.

You need to press more than five keyboard keys at the same time and keep them pressed. I have replicated this issue on several devices, but it may not really have anything to do with Babylonjs. I will copy it to Chrome. :smiley:

I can’t quite reproduce this. I am using edge Version 111.0.1661.54 (Official build) (64-bit). Also tested on Chrome canary Version 114.0.5680.0 (Official Build) canary (64-bit)
The FPS varies, but that’s mainly because of the complex physics computations of the sphere-mesh collisions. Just like @Evgeni_Popov said, the render loop seems to be constant. we do register callbacks for keyboard events when you attach the camera to the canvas, but those callbacks are very simple, especially when you have no keyboard callbacks registered yourself. I’ll try in other browsers as well, but it seems to be browser-related?

Sorry,I may not have described the problem clearly. I don’t mean that keyboard events affect the value of fps. I mean that they affect the execution of timed tasks. The core part of the code for the playground above is this part:


Expected result
The timestamp value printed by setInterval is between 50-200

The timestamp value printed by setInterval is greater than 10000 milliseconds

I totally get what you are saying :slight_smile: This would have happened as well if our keyboard event mechanism took a long time to process many events at the same time.
I constantly checked the console output as well - i never got a value above 200.

yup it related to the chrome maybe, I have tried edge and firefox.
the performance on firefox is best and everything is fine.
I’v created an example with three.js since it was not any 3D webgl framework related.
here is the example:

I put a lag function in the animation loop create 1 million numbers

press 1 key and hold.
every thing works perfect fine in firefox 107 at 60FPS
while chrome and edge drop to 30FPS and got the issue described above.
when I increace the loop to 5 million .
the frame in firefox drop lower than 50 but the interval function still work.
it seems that interval function were pushed behind.

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I submitted a bug on, and the follow-up issues are discussed here :slightly_smiling_face:: 1428498 - chromium - An open-source project to help move the web forward. - Monorail