Cloud-based games platform Spaceport released a report today rating HTML5‘s performance on different mobile devices like iPad and Kindle Fire. Unsurprisingly, HTML5 images rendered better on iOS than Android.
The study created benchmarks for HTML5 performance using advances from the HTML5 Consortium’s RingMarks test suite, announced last week at Mobile World Congress. Through a series of tests using different animation techniques, Spaceport found that the iPhone 4S and iPad 2 scored the highest in HTML5 image rendering, supporting more than 200 and 300 moving objects, respectively. The Galaxy Nexus was the highest-scoring Android device, but it was the only one in the family that could maintain more than one moving object on screen at a time. Android phones besides the Galaxy Nexus could “barely handle a single image” at 30 frames per second. Specific animation techniques, like css3dbackground and css2dimg, performed fairly well on the Galaxy Tab and Asus Eee Pad Transformer tablet.
For the sake of comparison, Spaceport throws in the little gem pictured above (click to see the rest of the infographic). The oldest device tested, the iPhone 3GS, clocked in at 53 moving objects at 30 frames per second.
Though most mobile and social game developers prefer creative native apps for each platform, many are still hoping HTML5 will grow into cross-platform shortcut it promises to be. Right now, the technology is limited in several ways — like low frame rates and a lack of tools — that discourage most developers from investing resources in it. Even early adopters like wooga, which built Magic Land as a launch title for Facebook’s HTML5-based mobile platform, have backed off on it somewhat. CEO Jens Begemann telling us at Inside Social Apps last month that HTML is still a good three years off from being a viable platform on which to release a game across Facebook and mobile.
“HTML5 is getting faster over time, as seen in the latest OS updates across Android and iOS,” Spaceport founder Ben Savage said in a press release. “There is still a long way to go.”