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Home/ Questions/Q 6639059
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T23:30:35+00:00 2026-05-25T23:30:35+00:00

I am making a game. The game has 1 main loops: //draws a new

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I am making a game. The game has 1 main loops:

//draws a new frame and game logic
function draw()
{
   player.gameTick();
   game.gameTick();

   lastTime=newTime; 

   background.draw(ctx);
   player.draw(ctx);
   enemies.draw(ctx);
   setTimeout(draw,50);
}

Normally this operates fine, and I get 20fps reported to #console. Once in a while, however, the fps spikes up to >125. (meaning draw is being called less than 50 milliseconds after the previous call). When this happens, the game starts to lag for a couple of seconds, and then the fps goes back down. (that’s also counter intuitive, why does HIGHER fps cause lag?)

Anyway, does anyone know why this is the case?

Yes I have tried setInterval() also, and the same thing happens. =/

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  1. Editorial Team
    Editorial Team
    2026-05-25T23:30:36+00:00Added an answer on May 25, 2026 at 11:30 pm

    This problem was caused by browser javascript timer throttling. I noticed the problem was exacerbated when I have many tabs open or when I switch between tabs. Chrome had less of an issue, most likely due to tabs being in isolated processes.

    Firefox 7 seems to have fixed this problem for FF.

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