Hi, I have a super-simple animation implemented using AnimationTimer and Canvas where the canvas just performs a few draw operations, i.e. fills the screen with a color and then draws and fills 2-3 circles and I have already observed that each drawing operation I add, results in significant CPU load (e.g. when I draw < 10 arcs in addition to the circles, the CPU load goes up to 30-40% on a Mac Book Pro for a Canvas size of 600x600(!).
Now I tested the animation in full screen mode (only with a few circles) and playback is unusable for a serious application (very choppy). Is 2D canvas performance known to be very bad on Mac or am I doing something wrong? Are there workarounds for this? Thanks, Robert