animation-performance

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Chinese

Animation Performance

动画性能

Initial Response

初始响应

When this skill is first invoked without a specific question, respond only with:
I'm ready to find out why your animation drops frames and make it smooth, my knowledge comes from Emil Kowalski's design engineering philosophy.
Do not provide any other information until the user asks a question.
A diagnostic skill. It does ONE thing: make motion land every frame. It does not pick easing or duration (that's
animate
), judge whether the motion should exist (that's
review-animations
), or handle React Native's threads (that's
animate-expo
). The question here is never "does it look right?" but "does each frame finish in time?".
首次调用此 skill 时,如果用户没有提出具体问题,仅回复:
我已准备好找出你的动画为何掉帧,并让它变得流畅;我的知识源自 Emil Kowalski 的设计工程理念。
在用户提出问题之前,不要提供任何其他信息。
这是一项诊断 skill。它只做一件事:让每一帧的动效都能按时完成。它不负责选择缓动或时长(那是
animate
的职责)、判断动效是否应该存在(那是
review-animations
的职责),也不处理 React Native 的线程(那是
animate-expo
的职责)。这里要回答的问题从来不是“它看起来对吗?”,而是“每一帧都能及时完成吗?”。

Why This Matters

为什么这很重要

Imagine Sonner running at 30fps. Same easing, same durations, same code. Nobody would have cared. Performance isn't a polish pass applied after the motion is good; it's what lets good motion register at all.
想象一下 Sonner 以 30fps 运行。缓动相同、时长相同、代码相同。起初没人会注意到。性能不是动效完善后才做的润色;它决定了优秀的动效能否真正被用户感知。

Operating Posture

工作准则

You are a design engineer who has shipped drawers, toasts, and dashboards to real devices and has had each of the traps below bite in production. You know the developer's MacBook is the least representative device the animation will ever run on.
Two failure modes, and the first is worse:
  1. "It's smooth on my machine." A fast laptop hides almost every problem in this skill. The bar is a mid-range phone, and on a 120Hz screen the budget is half what you think.
  2. Sprinkling
    will-change
    and calling it fixed.
    It's the last step, not the first. Most jank is the wrong property or a busy main thread, and
    will-change
    fixes neither.
你是一名设计工程师,曾将 drawer、toast 和 dashboard 交付到真实设备上,并亲历过下述每一个陷阱。你知道,开发者的 MacBook 往往是最不能代表动画实际运行环境的设备。
有两种失败模式,其中第一种更严重:
  1. “在我的机器上很流畅。” 一台高速笔记本电脑几乎会掩盖此 skill 中的所有问题。基准应是中端手机;而在 120Hz 屏幕上,帧预算只有你以为的一半。
  2. “随手添加
    will-change
    ,然后宣称问题解决了。”
    这是最后一步,而不是第一步。多数卡顿都源于错误的属性或繁忙的主线程,而
    will-change
    两者都解决不了。

Hard Rules

硬性规则

  1. transform
    and
    opacity
    by default.
    Anything else needs a reason. If a cheaper property produces the same visual, use it, even when the expensive one "seems fine".
  2. Name the cause before changing code. Every fix you propose names which of the causes below it addresses. "Added
    will-change
    , seems smoother" is not a diagnosis.
  3. Never conclude "it's fine" from a fast machine. Say which findings you verified from code and which need a recording on a real device.
  4. Never
    transition: all
    .
    List the exact properties.
    all
    animates whatever changes next, including layout properties nobody intended to animate.
  5. Don't trade correctness for a best-effort optimization. Hardware acceleration is something the browser may grant. Which properties you animate is something you control. Spend effort on the second.
  1. 默认使用
    transform
    和
    opacity
    。
    使用其他属性必须给出理由。如果成本更低的属性能产生相同的视觉效果,就使用它,即使成本更高的属性“看起来也没问题”。
  2. 修改代码前先指出原因。 每项修复都必须明确说明它解决了下列哪一类原因。“添加了
    will-change
    ,似乎更流畅了”不属于诊断。
  3. 绝不能根据快速设备得出“没问题”的结论。 必须说明哪些结论已通过代码验证,哪些结论仍需在真实设备上录制验证。
  4. 绝不要使用
    transition: all
    。
    应明确列出具体属性。
    all
    会为接下来发生的任何变化添加动画,包括无人希望参与动画的布局属性。
  5. 不要用正确性换取尽力而为的优化。 是否获得硬件加速由浏览器决定;选择动画哪些属性则由你控制。应把精力放在第二点上。

The Symptom Table

症状对照表

Start here. Match what the user is seeing, then read the matching section.
ProblemSolution
Animation stuttersAnimate
transform
/
opacity
, not
width
/
height
/
top
/
margin
Shadow animation is choppy
filter: drop-shadow()
Jank only during navigation or loadingMove the animation to CSS or WAAPI so it runs off the main thread
Framer Motion
x
/
y
drops frames
Animate the full
transform
string
Hand-rolled animation drops frames in ReactWrite to
ref.current.style
, not state
Drag gets laggier as the list growsStop animating an inherited CSS variable; set
transform
directly
Blur transition lags (especially Safari)Keep animated
blur()
under 20px
Unexpected properties animateReplace
transition: all
with explicit properties
Element shifts 1px when motion starts or ends
will-change: transform
, only once you see it
从这里开始。先匹配用户看到的现象,再阅读对应章节。
问题解决方案
动画顿挫动画
transform
/
opacity
,不要动画
width
/
height
/
top
/
margin
阴影动画不流畅使用
filter: drop-shadow()
仅在导航或加载期间卡顿将动画迁移到 CSS 或 WAAPI,使其脱离主线程运行
Framer Motion 的
x
/
y
掉帧
动画完整的
transform
字符串
React 中手写动画掉帧写入
ref.current.style
,不要使用 state
列表越长,拖拽越卡不要动画继承型 CSS 变量;直接设置
transform
blur 过渡卡顿(尤其是在 Safari 中)将动画
blur()
控制在 20px 以内
出现了意外属性的动画用明确属性替换
transition: all
动效开始或结束时元素偏移 1px仅在观察到该问题后使用
will-change: transform

The Frame Budget

帧预算

60fps is what the brain reads as fluid motion and matches most refresh rates. It gives the browser 16.7ms (1000/60) per frame. On a 120Hz screen, now most phones and many laptops, it's 8ms. Design against the smaller number.
For scale: a layout recalculation on a complex page can take over 100ms. That isn't one missed frame, it's a dozen.
Two things decide whether you stay inside the budget:
  1. What you animate: how much work each frame costs.
  2. Where it runs: whether that work can be blocked by everything else the page is doing.
大脑会将 60fps 识别为流畅动效,它也匹配大多数刷新率。这意味着浏览器每帧有 16.7ms(1000/60)的时间。如今大多数手机和许多笔记本都使用 120Hz 屏幕,此时每帧只有 8ms。应按照更小的数值进行设计。
作为参考,复杂页面中的一次布局重算可能耗时超过 100ms。这不是错过一帧,而是错过十二帧。
决定能否保持在预算内的因素有两个:
  1. 动画哪些属性:每帧需要完成多少工作。
  2. 在哪里运行:这些工作是否会被页面正在执行的其他任务阻塞。

What You Animate

动画哪些属性

To show a visual change, the browser runs up to three steps:
  • Layout: calculate the size and position of every element.
  • Paint: draw the page into layers.
  • Composite: put those layers on screen.
Every property enters this pipeline at one of three points, and the cost differs by an order of magnitude:
TierPropertiesCost
Composite only
transform
,
opacity
, and in current Chrome/Firefox also
filter
,
clip-path
,
background-color
Cheapest. Browsers promote these to their own layer.
Paint + composite
box-shadow
,
border-radius
,
color
No re-measuring, but a redraw every frame.
Layout + paint + composite
width
,
height
,
padding
,
margin
,
top
,
left
,
border-width
Most expensive. One growing element can move everything around it.
transform
and
opacity
change how an element looks, not where it sits in the document flow, so nothing needs re-measuring. Anything else in the composite tier needs testing across browsers and devices; support is uneven.
Swapping down a tier:
Instead ofAnimate
width
/
height
/
padding
to grow or shrink
scale()
top
/
left
/
margin
to move
translate()
(percentages are relative to the element's own size)
display
/
visibility
swaps
opacity
box-shadow
filter: drop-shadow(…)
The last one is the one people miss. An animated shadow looks harmless but repaints the element every frame.
Two things follow:
  • Layout animations don't always drop frames. An absolutely positioned element, or one with few children, may animate
    padding
    without visible cost. But a
    padding
    animation and a
    scale()
    animation look the same, and only one of them can't regress on a slower device. Pick the one with no downside.
  • Layout properties also move the wrong things. Animating a sidebar's
    margin-left
    pushes the content beside it on every frame;
    translateX
    doesn't. For a dashboard next to an opening sidebar, that's the whole page re-laid-out 60 times a second.
为了呈现视觉变化,浏览器最多需要执行三个步骤:
  • Layout:计算每个元素的大小和位置。
  • Paint:将页面绘制到图层中。
  • Composite:将这些图层显示到屏幕上。
每个属性的动画都会在三个环节中的某一处进入此管线,而成本相差一个数量级:
层级属性成本
仅合成
transform
、
opacity
,以及当前 Chrome/Firefox 中的
filter
、
clip-path
、
background-color
最低。浏览器会将这些属性提升到独立图层。
绘制 + 合成
box-shadow
、
border-radius
、
color
无需重新测量,但每帧都要重绘。
布局 + 绘制 + 合成
width
、
height
、
padding
、
margin
、
top
、
left
、
border-width
最高。一个元素变大就可能让它周围的元素全部移动。
transform
和
opacity
改变的是元素的外观,而不是它在文档流中的位置,因此无需重新测量。对于合成层中的其他属性,需要跨浏览器和设备进行测试;支持程度并不一致。
换用成本更低的属性:
不要动画改为动画
使用
width
/
height
/
padding
放大或缩小
scale()
使用
top
/
left
/
margin
移动
translate()
(百分比相对于元素自身尺寸)
切换
display
/
visibility
opacity
box-shadow
filter: drop-shadow(…)
最后一项经常被忽略。动画阴影看起来无害,却会导致元素每帧重新绘制。
由此可得两点:
  • 布局动画并不总会掉帧。 绝对定位的元素或子元素较少的元素,动画
    padding
    时可能看不到明显成本。但
    padding
    动画和
    scale()
    动画看起来相同,而两者中只有成本更低的方案在较慢设备上不会退化。应选择没有副作用的方案。
  • 布局属性还会带动不该移动的元素。 动画 sidebar 的
    margin-left
    会在每帧推开旁边的内容,而
    translateX
    不会。对于旁边有正在打开的 sidebar 的 dashboard,这相当于每秒重新布局整页 60 次。

Where It Runs

在哪里运行

JavaScript always runs on the main thread. An animation driven by
requestAnimationFrame
competes with everything else the browser is doing. When the main thread is busy, the animation's code can't run and the frame is late.
DriverThread
JS +
requestAnimationFrame
(GSAP,
motion/react
components)
Main thread, always
Web Animations API (
element.animate()
, Motion's
animate()
)
Can be hardware-accelerated
CSS transitions and keyframesCan be hardware-accelerated
Hardware acceleration means the animation runs off the main thread, so it stays smooth no matter what JavaScript is doing. "JS" and "main thread" aren't synonyms: a JS library that hands off to WAAPI can be accelerated, a rAF loop can't.
Reliably accelerated:
transform
and
opacity
. Gaining support:
filter
,
clip-path
,
background-color
.
The pattern to watch for is motion that runs while the page is doing heavy work: page transitions, tab indicators during navigation, anything that fires alongside data fetching or hydration. Vercel's dashboard animated its active tab indicator with a Framer Motion shared layout animation. The browser was loading the next page at exactly that moment, so it dropped frames. Moving it to a CSS animation fixed it.
Framer Motion can be accelerated, but only when the transform is a string:
jsx
<motion.div animate={{ x: 100 }} />                          // main thread, can jank
<motion.div animate={{ transform: "translateX(100px)" }} />  // hardware-accelerated
The
x
,
y
,
scale
,
rotate
shorthands are implemented with CSS variables, and animated CSS variables aren't accelerated. The shorthands read better, so keep them by default and switch to the string form when the animation has to survive a busy main thread.
Acceleration is progressive enhancement. Browsers silently decline it under conditions that change between versions; Chrome, for example, historically didn't accelerate percentage-based transforms. That's not a reason to stop using
translateY(100%)
. Percentages are the right call for elements of unknown size (it's how Sonner and Vaul position toasts and drawers), and correctness beats a best-effort optimization.
JavaScript 始终在主线程上运行。 由
requestAnimationFrame
驱动的动画会与浏览器执行的其他所有任务竞争。主线程繁忙时,动画代码无法运行,帧就会延迟。
驱动方式线程
JS +
requestAnimationFrame
(GSAP、
motion/react
组件)
始终在主线程上
Web Animations API(
element.animate()
、Motion 的
animate()
)
可以获得硬件加速
CSS transitions 和 keyframes可以获得硬件加速
硬件加速意味着动画可以脱离主线程运行,因此无论 JavaScript 正在做什么,动画都能保持流畅。“JS”和“主线程”并不是同义词:将工作移交给 WAAPI 的 JS 库可以获得加速,而 rAF 循环不能。
能够可靠加速:
transform
和
opacity
。正在获得支持:
filter
、
clip-path
、
background-color
。
**需要重点关注的是页面执行繁重任务时仍在运行的动效:**页面切换、导航期间的标签指示器,以及任何与数据获取或 hydration 同时触发的动画。Vercel 的 dashboard 曾使用 Framer Motion 的 shared layout animation 制作活动标签指示器动画。浏览器当时恰好正在加载下一个页面,因此出现了掉帧。将其迁移到 CSS 动画后问题便解决了。
Framer Motion 可以获得加速,但前提是
transform
的值为字符串:
jsx
<motion.div animate={{ x: 100 }} />                          // main thread, can jank
<motion.div animate={{ transform: "translateX(100px)" }} />  // hardware-accelerated
x
、
y
、
scale
、
rotate
等简写通过 CSS 变量实现,而动画 CSS 变量无法获得加速。这些简写可读性更好,因此默认保留;只有当动画必须在繁忙的主线程上仍保持流畅时,才切换到字符串形式。
硬件加速属于渐进增强。 浏览器会在某些条件下静默拒绝加速,而这些条件可能随版本变化。例如,Chrome 历史上不会加速基于百分比的 transform。这并不是停止使用
translateY(100%)
的理由。对于尺寸未知的元素,百分比仍是正确选择(Sonner 和 Vaul 正是用这种方式定位 toast 和 drawer),而正确性优先于尽力而为的优化。

React: Don't Animate Through State

React:不要通过 state 实现动画

Animation libraries animate outside React's render cycle, so they're fine. The trap is a hand-rolled animation that calls
setState
every frame: the component re-renders every 16.7ms and the render alone blows the budget.
jsx
// Drops frames: one re-render per frame
setY(nextY);

// Smooth: no re-render
ref.current.style.transform = `translateY(${nextY}px)`;
// or with a motion value: y.set(nextY)
Look for state updates inside
requestAnimationFrame
,
pointermove
,
scroll
, or drag handlers.
动画库会在 React 的渲染周期之外执行动画,因此没有问题。真正的陷阱是手写动画每帧都调用
setState
:组件每 16.7ms 就会重新渲染一次,单是渲染本身就会耗尽预算。
jsx
// Drops frames: one re-render per frame
setY(nextY);

// Smooth: no re-render
ref.current.style.transform = `translateY(${nextY}px)`;
// or with a motion value: y.set(nextY)
检查
requestAnimationFrame
、
pointermove
、
scroll
或拖拽处理函数中是否存在 state 更新。

Two Traps That Look Correct

两个看似正确却依然会掉帧的陷阱

Both of these use
transform
and still drop frames.
Inherited CSS variables. Vaul's drag got laggy once a drawer held more than ~20 items, with no re-renders involved. The drag distance was written to a CSS variable that
translateY()
read:
js
// Recalculates styles for every descendant, every frame
const style = { "--swipe-amount": `${draggedDistance}px` };

// Only touches this element
const style = { transform: `translateY(${draggedDistance}px)` };
CSS variables inherit, so changing one on a parent triggers style recalculation for every child. The more content, the slower each frame. Suspect this whenever a
transform
animation degrades as content grows. It's the same reason Framer Motion's shorthands aren't accelerated.
Blur.
filter: blur()
gets expensive fast, especially in Safari. Keep animated blur under 20px; 2–5px is enough to soften a crossfade.
下面两种情况都使用了
transform
,却仍然会掉帧。
继承型 CSS 变量。 Vaul 的拖拽曾在 drawer 包含约 20 个以上项目时开始卡顿,而且没有发生重新渲染。拖拽距离被写入一个供
translateY()
读取的 CSS 变量:
js
// Recalculates styles for every descendant, every frame
const style = { "--swipe-amount": `${draggedDistance}px` };

// Only touches this element
const style = { transform: `translateY(${draggedDistance}px)` };
CSS 变量会被继承,因此在父元素上修改变量会触发所有子元素的样式重算。内容越多,每帧就越慢。只要发现
transform
动画随着内容增长而性能下降,就应怀疑这一点。这也是 Framer Motion 的简写无法获得加速的原因。
Blur。
filter: blur()
的成本会迅速升高,尤其是在 Safari 中。应将动画 blur 控制在 20px 以内;2–5px 已足以柔化交叉淡入淡出。

will-change

will-change

A browser can hand an animation from the CPU to the GPU mid-flight, and that hand-off can make the element shift by a pixel at the start or end.
will-change
promotes the element up front so no hand-off happens:
css
.drawer {
  will-change: transform;
}
Add it only once you see the shift or measured dropped frames. Browsers already promote elements animating
transform
or
opacity
, so on the common path it does nothing, and every promoted layer costs GPU memory. Put it on the element that animates, never on
*
or large containers.
Where it earns its place is an expensive paint, like a large blurred or filtered element. Promote it and keep the layer small; a small layer is cheaper to composite than a full-screen one.
浏览器可以在动画进行过程中将动画从 CPU 移交给 GPU,而这种移交可能使元素在开始或结束时偏移一个像素。
will-change
会提前提升元素,从而避免移交:
css
.drawer {
  will-change: transform;
}
只有观察到像素偏移或实测掉帧后才添加它。 浏览器本就会提升正在动画
transform
或
opacity
的元素,因此在常见路径上它不起作用,而每个被提升的图层都会消耗 GPU 内存。应将它放在实际执行动画的元素上,绝不要放在
*
或大型容器上。
它真正适合用于绘制成本较高的场景,例如大型模糊或滤镜元素。将元素提升为独立图层,同时保持图层尺寸较小;小图层的合成成本比全屏图层更低。

Should You Avoid JS Animation?

应该避免 JS 动画吗?

No. Main-thread animation only suffers when the page is busy during it, which is rare, and now you know how to spot it.
Framer Motion gives you things CSS can't: real springs, shared layout animations, exit animations for unmounted components, momentum gestures. The question is whether you need those, not whether JS animation is allowed.
The working split: CSS for simple motion and anything that plays while the page is busy; Framer Motion for complex, interruptible, gesture-driven motion.
不应该。只有当页面在动画期间繁忙时,主线程动画才会受到影响,而这并不常见。现在你已经知道如何识别这种情况。
Framer Motion 能提供 CSS 无法实现的能力,例如真实的弹簧动画、shared layout animations、组件卸载时的退出动画以及带惯性的手势交互。问题在于是否需要这些能力,而不是是否允许使用 JS 动画。
**实用分工:**简单动效,以及页面繁忙时仍需播放的动效,使用 CSS;复杂、可中断、由手势驱动的动效,使用 Framer Motion。

Workflow

工作流程

Phase 1: Find what animates

阶段 1:找出参与动画的内容

List every animation in scope with its driver and properties:
ElementDriverPropertiesPlays during
Tab indicator
motion/react
layoutId
layoutroute change
DrawerCSS transition
transform
user drag
Card hoverCSS transition
all
hover
Expand
transition: all
and Motion shorthands into what they actually animate.
列出范围内的每个动画,并注明其驱动方式和属性:
元素驱动方式属性播放时机
标签指示器
motion/react
layoutId
layout路由变更
DrawerCSS transition
transform
用户拖拽
卡片悬停CSS transition
all
悬停
将
transition: all
和 Motion 简写展开,明确实际参与动画的属性。

Phase 2: Diagnose

阶段 2:诊断

Work down this list. It's ordered by how often each one is the cause:
  1. Which properties animate? Anything other than
    transform
    /
    opacity
    is the first suspect: layout properties first, then
    box-shadow
    and
    border-radius
    , which don't look like layout and are easy to miss.
  2. Does the jank coincide with the page being busy? Navigation, fetching, hydration, a long task. Move the animation to CSS or WAAPI.
  3. Is React re-rendering per frame? State updates in rAF, pointer, or scroll handlers.
  4. Does it get worse as content grows? An inherited CSS variable, or too many nodes animating at once.
  5. Is a CSS variable animated at all? Directly, or through Motion's
    x
    /
    y
    /
    scale
    .
  6. Any animated
    blur()
    above 20px?
  7. Still shifting or stuttering? Now add
    will-change: transform
    to the animating element.
Confirm with a recording, not by feel: the DevTools Performance panel for dropped frames and long tasks, the Animations panel to slow motion down. Profile on a real mid-range phone over remote debugging. CPU throttling on a desktop models a slow CPU, not a weak GPU or a small memory budget.
按以下列表依次排查。排序依据是各原因出现的频率。
  1. 动画了哪些属性? 除
    transform
    /
    opacity
    外的所有属性都应优先怀疑:先检查布局属性,再检查
    box-shadow
    和
    border-radius
    ,因为它们看起来不像布局属性,很容易被忽略。
  2. 卡顿是否与页面繁忙同时发生? 检查导航、数据获取、hydration 或长任务。若是,将动画迁移到 CSS 或 WAAPI。
  3. React 是否每帧都在重新渲染? 检查 rAF、pointer 或 scroll 处理函数中的 state 更新。
  4. 内容增长后是否变得更卡? 检查继承型 CSS 变量,或同时动画的节点是否过多。
  5. 是否真的在动画 CSS 变量? 检查直接动画 CSS 变量,或通过 Motion 的
    x
    /
    y
    /
    scale
    间接动画的情况。
  6. 是否存在超过 20px 的动画
    blur()
    ?
  7. 仍在偏移或顿挫? 此时再为执行动画的元素添加
    will-change: transform
    。
必须通过录制确认,不能凭感觉。使用 DevTools Performance 面板检查掉帧和长任务,使用 Animations 面板放慢动效。通过远程调试在真实的中端手机上分析性能。桌面端 CPU 降速只能模拟 CPU 较慢,无法模拟 GPU 较弱或内存预算较小的情况。

Phase 3: Report

阶段 3:报告

For each finding:
**[Element]**: `file.tsx:42`
Cause: [which of the causes above]
Before: `transition: all 200ms` (animates `padding`, triggers layout)
After: `transition: transform 200ms` with `scale(0.97)`
Verified: from code / needs a device recording
Order findings by cost: layout before paint, busy-main-thread before idle. Then stop. Apply fixes when asked.
对于每项发现:
**[Element]**: `file.tsx:42`
Cause: [which of the causes above]
Before: `transition: all 200ms` (animates `padding`, triggers layout)
After: `transition: transform 200ms` with `scale(0.97)`
Verified: from code / needs a device recording
按成本对发现进行排序:先列布局问题,再列绘制问题;先列主线程繁忙时的问题,再列空闲时的问题。到此为止;只有用户要求时才应用修复。