Created attachment 8873398 [details] aboutsupport.txt User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:55.0) Gecko/20100101 Firefox/55.0 Build ID: 20170601030206 Steps to reproduce: 1. Create a local profile 2. Go to google india homepage : google.co.in 3. See the playable doodle. Click on it to start playing 4. Play for ~20-30 seconds Actual results: Memory usage grows to ~1.5GB Plus, the game gets jankier as you keep on playing I think if you score a 50 runs, the animation stops completely Expected results: not so
Created attachment 8873399 [details] memory-report.json.gz taken on a fresh profile
https://perfht.ml/2qK6ww2 On a fresh profile
You actually dont need to play the game. Just start the game bu clicking on the doodle. The doodle will start animating (to give you instructions), and watch the CPU and memory usage grow.
there is also some fair amount of time spent under JS
So it looks like badness is happening under canvas's drawImage function. It looks like it's drawing svg images and we're perhaps not caching them/leaking them.
The google doodle is using an svg sprite sheet, we may be caching the whole sprite sheet at a bunch of different scales this probably causes the high memory usage and bad performance.
Here's a more permanent link: https://www.google.com/doodles/icc-champions-trophy-2017-begins
Clearing the NI for now. It probably makes sense to fix the canvas issue first and reprofile then.