I created a bug report with Chrome here:
https://bugs.chromium.org/p/chromium/issues/detail?id=881174
It might be helpful if everyone posts there with names of devices that stutter. Maybe Ashley might have something to add.
Cool. I'll post there too, but the jank in preview in chrome is one thing.
If you're targeting online market like kongregate etc, where people might play on a variety of browsers and OS, should we file bugs with every browser vendor?
If you usually export NW.js, do they have their own bug reporting? Do we get janks there?
If you're targeting Mobile, Android, iOS we need to file bugs for those platforms/wrappers as well? I doubt filing a bug with only chrome solves anything at all, maybe for a few people, or at least we don't get stutters when we preview but those who play our games might get.
How can we make sure that our exported games doesn't come with a stuttery experience? We simply have to rely on a heap of browser vendors and wrappers that may or may not think it's important enough to spend time on?
My own projects run constant 60 fps on most platforms, but with the occasional jank. And one thing i noticed with the jank is not really the jank itself, is that if you get a jank exactly when you're klicking, tapping or any other input it may or may not register the input. I've played the endless runner template extensively for only testing the jank, and died due to failed input when a jank happens.
I don't think it's as simple as filing bugs with browser vendors hoping they will fix it.
I've tried demo games from other html5 engines as well, and they also have some degree of jank, some more, some less.
The import thing is the final product. The export... is your game gonna be a janky experience for your customer, which may result in bad reviews, bad rating, fewer download, less profit, because of something we can't even control?