Does html canvas need to use GPU resource even after stopping and being completly still?
Since google implemented its new Heavy Ads Intervention mechanism that removes ads after 15+ seconds of using device resources im getting hard time avoiding it (especially on mobile devices but on desktop chrome's tabs in background aswell).
I have already started using only 14seconds of motion, after which im stopping all animations.
Yet, even tho CPU usage generated by browser with my ad drops after these 14 seconds (i can only guess that my canvas stopped using CPU - cant confirm that cause i can measure only whole browser process' hardware usage), the GPU usage is still high on bigger formats even if there is nothing going on in there.
I tryied everything, including some "hacky" codes to change fps to 0 along with usuall stops in keyframes.
No matter what, whenever that bigger format canvas was on screen, GPU was used heavily and i wonder why is that so, if nothing is animating anymore? Why is it taxing my high-end gpu so heavily for no reason? In before potential suggestions: Yes, i have made sure the GPU usage increases exactly at the moment when that bigger format canvas exported from Animate is on screen even after its stopped.
Is there a chance to completly freeze the canvas so it stop using both CPU and GPU and behave like a static image on it's stopped frame?
Perhaps some code to implement that would make canvas stop redrawing or something? Im pretty green in technical aspects of how the canvas actually works.
