We recently improved the scrolling experience of Chrome on Android by 2x by filtering noise and reducing visual jumps in the content presented on screen. To get this result, we had to take a step back and figure out the problem of why Chrome on Android was lagging behind Chrome on iOS.
As we compared Chrome across platforms, we were hit with a particular observation. iOS Chrome scrolling was smooth and consistent whereas on Android, Chrome’s scrolling didn't follow your finger as closely. However, our metrics were telling us that while janks occurred occasionally, they weren’t as common as our perception when comparing with Chrome on iOS. Thus we had ourselves a mystery which needed some investigation.
Our metrics flagged that we often received input at an inconsistent rate; but since the input rate was greater than the display’s frame rate, we usually had at least one input event to trigger the production of a frame to display. However, this frame might have consumed fewer or more input events, which could result in inconsistent shifting of content on screen even while scrolling at a fixed speed.
This problem of different input rate vs frame rate is a problem that Chrome has had to address before. Internally, we resample input to predict/extrapolate where the finger was at a consistent point relative to the frame we want to produce. This should result in each frame representing a consistent amount of time and should mean smooth scrolling regardless of noise in the input events. The ideal scenario is illustrated in the following diagram where blue dots are real input events, green are resampled input events, and the displayed scroll deltas would fluctuate if you were to use the real input events rather than resampling.
However, while we were investigating the original mystery we discovered that reality was very different from the ideal situation pictured above. We found that the actual input movement of the screen was quite spiky and inconsistent (more than we expected) and that our predictor was improving things but not as much as desired. On the left is real finger displacement on a screen (each point is an input event) and on the right the result of our predictor of actual content offset after smoothing out (each point is a frame)
2. Android’s implementation takes care when selecting the two input events so resampling is using the most relevant events. Chrome however uses a simple FIFO queue of input events, which can result in weird cases of using future events to predict velocity in the past in rare cases on high refresh rate devices.
We prototyped using Android’s resampling in Chrome, but found it was still not perfect for Chrome’s architecture resulting in some jank. To improve on it, we experimented with different algorithms, using automation to replay the same input over and over again and evaluating the screen displacement curves. After tuning, this landed at the API for java MotionEvents will be publicly exposed in the SDK so Chrome (and other apps with unbuffered input) will be able to call it. We also developed new metrics that track the quality of the scroll predictors frame, by creating a test app which introduced pixel level differences between frames (and no other form of jank) and running experiments to see what people would notice. These analysis can be read about M116 as the default, but will be launched all the way back to M110 and brings Chrome on Android on par with Chrome on iOS!
The moral of the story is: Sometimes metrics don’t cover all the cases and taking a step back and investigating from the top down and getting the lay of the land can end with a superior scrolling experience for users.
Post by: Stephen Nusko, Chrome Software Engineer
MotionMark is designed to test how much browser graphics systems can render at high frame rates. Chrome’s graphics and rendering teams have tracked over 20 optimizations since the start of the year, and more than half are available today. Together, these optimizations have almost tripled performance. Some highlights include improvements to Canvas performance, profile-guided optimization, GPU task scheduling, and layer compositing. We also created a novel algorithm for dynamic multisample anti-aliasing and out-of-process 2D canvas rasterization for improved parallelism.
We hope you all enjoy a faster Chrome!
layout shift, it feels even faster!
FID] due to the additional CPU overhead. Consequently, this behavior was removed in favor of smaller tiles and more proactive discarding of out-of-viewport bitmaps.
Freeze Dried Tabs are a compelling alternative to screenshots particularly for transitional views or places where web content might not be immediately available and waiting for it to become available would be slow. They provide additional fidelity over a screenshot and allow some useful user behavior such as links and scrolling to behave similarly to how they would in a web page.
Currently, Freeze Dried Tabs are being used in Chrome to provide a 20% perceptible speedup in cold startup on Android. We are exploring additional places where this technology might be used.
Posted by Calder Kitagawa, Chrome Software Engineer