I am wondering what gives the best animation performance running at 60fps with lots of objects. I have seen in a few places such as this that you should round or truncate your values so you don't get
54.2356345234578px, but instead get
animationValue = +animationValue.toFixed(2)
alpha, etc. Any float values. I sort of understand why this is, but I am interested to know if there are any ideal heuristics to take into account. For example, maybe rounding
.toFixed(2) is not ideal for particle animations. Maybe it is choppy for alpha transitions. Wondering if this has been solved, and what to truncate the values to for performance. Also in terms of calculating velocity or physics stuff, just generally what the scale of rounding/truncation should be so there are no noticeable effects.