Home » Javascript » Better way of getting time in milliseconds in javascript?

Better way of getting time in milliseconds in javascript?

Posted by: admin November 30, 2017 Leave a comment


Is there an alternative in JavaScript of getting time in milliseconds using the date object, or at least a way to reuse that object, without having to instantiate a new object every time I need to get this value? I am asking this because I am trying to make a simple game engine in JavaScript, and when calculating the “delta frame time”, I have to create a new Date object every frame. While I am not to worried about the performance implications of this, I am having some problems with the reliability of the exact time returned by this object.

I get some strange “jumping” in the animation, every second or so, and I am not sure if this is related to JavaScript’s Garbage Collection or a limitation of the Date object when updating so fast. If I set the delta value to some constant, then the animation if perfectly smooth, so I am fairly sure this “jumping” is related to the way I get the time.

The only relevant code I can give is the way I calculate the delta time :

prevTime = curTime;
curTime = (new Date()).getTime();
deltaTime = curTime - prevTime;

When calculating movement / animation I multiply a constant value with the delta time.

If there is no way to avoid getting the time in milliseconds by using the Date object, would a function that increments a variable (being the elapsed time in milliseconds since the game started), and which is called using the SetTimer function at a rate of once every milliseconds be an efficient and reliable alternative?

Edit : I have tested now my code in different browsers and it seems that this “jump” is really only apparent in Chrome, not in Firefox. But it would still be nice if there were a method that worked in both browsers.


Try Date.now().

The skipping is most likely due to garbage collection. Typically garbage collection can be avoided by reusing variables as much as possible, but I can’t say specifically what methods you can use to reduce garbage collection pauses.


As far that I know you only can get time with Date.

Date.now is the solution but is not available everywhere : https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Date/now.

var currentTime = +new Date();

This gives you the current time in milliseconds.

For your jumps. If you compute interpolations correctly according to the delta frame time and you don’t have some rounding number error, I bet for the garbage collector (GC).

If there is a lot of created temporary object in your loop, garbage collection has to lock the thread to make some cleanup and memory re-organization.

With Chrome you can see how much time the GC is spending in the Timeline panel.

EDIT: Since my answer, Date.now() should be considered as the best option as it is supported everywhere and on IE >= 9.


I know this is a pretty old thread, but to keep things up to date and more relevant, you can use the more accurate performance.now() functionality to get finer grain timing in javascript.

window.performance = window.performance || {};
performance.now = (function() {
    return performance.now       ||
        performance.mozNow    ||
        performance.msNow     ||
        performance.oNow      ||
        performance.webkitNow ||            
        Date.now  /*none found - fallback to browser default */


This is a very old question – but still for reference if others are looking at it – requestAnimationFrame() is the right way to handle animation in modern browsers:

UPDATE: The mozilla link shows how to do this – I didn’t feel like repeating the text behind the link 😉


best way and shortest way to echo

var d = new Date();
var n = d.getTime();
alert (n);