Benchmark Matter.js CPU Time Using console.time
Benchmarking CPU execution time per physics frame in Matter.js allows
you to measure engine overhead, identify complex collision bottlenecks,
and ensure smooth simulation performance. This guide demonstrates how to
monitor physics updates using the browser's native
console.time and console.timeEnd methods by
intercepting the Matter.js engine update loop.
Using Matter.js Engine Events
Matter.js provides built-in lifecycle hooks via its
Events module. To measure the exact duration of a single
engine step when using Matter.Runner, wrap the update cycle
with beforeUpdate and afterUpdate
listeners:
const { Engine, Runner, Events } = Matter;
const engine = Engine.create();
const runner = Runner.create();
// Start the timer immediately before the engine computes the frame
Events.on(engine, 'beforeUpdate', () => {
console.time('Physics Frame');
});
// Stop the timer and log the result immediately after calculations finish
Events.on(engine, 'afterUpdate', () => {
console.timeEnd('Physics Frame');
});
Runner.run(runner, engine);Benchmarking in a Custom Animation Loop
If you manage your simulation cycle manually via
requestAnimationFrame instead of using
Matter.Runner, place the timing calls directly around
Engine.update:
const { Engine } = Matter;
const engine = Engine.create();
function gameLoop(timestamp) {
// Start execution timer
console.time('Manual Physics Step');
// Execute physics computation
Engine.update(engine, 1000 / 60);
// End execution timer
console.timeEnd('Manual Physics Step');
requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);Avoiding Console Logging Overhead
Running console.timeEnd at 60 frames per second prints
60 lines per second to the developer console. The input/output cost of
writing to the console consumes significant CPU resources and skews
benchmarking data.
To obtain accurate measurements without degrading performance, sample the execution time periodically:
let frameCount = 0;
const sampleRate = 60; // Log once every 60 frames (roughly once per second)
Events.on(engine, 'beforeUpdate', () => {
if (frameCount % sampleRate === 0) {
console.time('Sampled Physics Frame');
}
});
Events.on(engine, 'afterUpdate', () => {
if (frameCount % sampleRate === 0) {
console.timeEnd('Sampled Physics Frame');
}
frameCount++;
});Key Considerations
- Separation of Physics and Rendering: Matter.js
renders bodies separately from physics updates. Benchmarking inside
beforeUpdateandafterUpdateisolates the rigid-body dynamics, broadphase collision detection, and constraint solver from the rendering workload. - Warm-up Period: Modern JavaScript engines apply Just-In-Time (JIT) optimizations. Run the simulation for a few seconds before collecting benchmark values to allow the runtime to optimize the code paths.