PageSpeed error: Invalid task timing data - performance

My website uses the following optimizations to free up main thread as well as optimize content load process:
- Web workers for loading async data as well as images.
- Defer images until all the content on page is loaded first
- typekit webfontloader for optimized font load
Now since the time I completely switched over to webworkers for all network [async] related tasks, I have noticed the increased occurence in following errors[by ~50%]:
But my score seems to be unaffected.
My question is, how accurate is this score?
P.S: My initial data is huge, so styling and rendering takes ~1300ms & ~1100ms resp. [required constraint]

After doing a few experiments and glancing through the LightHouse (the engine that powers PSI) source code I think the problem comes in the fact that once everything has loaded (page load event) Lighthouse only runs for a few seconds before terminating.
However your JS runs for quite some time afterwards with the service workers performing some tasks nearly 11 seconds after page load on one run of mine (probably storing some images which take a long time to download).
I am guessing you are getting intermittent errors as sometimes the CPU goes quiet long enough to calculate JS execution time and sometimes it does not (depending on how long it is between tasks it is performing).
To see what I mean open developer tools on Chrome -> Performance Tab -> Set CPU slowdown to 4 x slowdown (which is what Lighthouse emulates) and press 'record' (top left). Now reload the page and once it has loaded fully stop recording.
You will get a preformance profile and there is a section 'Main' that you can expand to see the main thread load (which is still used despite using a worker as it needs to decode the base64 encoded images, not sure if that can be shifted onto a different thread)
You will see that tasks continue to use CPU for 3-4 seconds after page load.
It is a bug with Lighthouse but at the same time something to address at your side as it is symptomatic of a problem (why base64 encoded images? that is where you are taking the performance hit on what would otherwise be a well-optimised site).

Related

Why does PageSpeed Insights keeps returning a high TTI (Time to Interactive) for a simple game?

I submitted my app/game/PWA to PageSpeed Insights and it keeps giving me TTI values > 7000ms and TBT values > 2000ms, as it can be seen in the screenshot below (the overall score for a mobile experience is around 63):
I read what those values mean over and over, but I just cannot make them lower!
What is most annoying, is that when accessing the page in a real-life browser, I don't need to wait 7 seconds for the page to become interactive, even with a clear cache!!!
The game can be accessed here and its source is here.
What comforts me is that Google's own game, Doodle Cricket also scores terribly. In fact, PageSpeed Insights gives it an overall score of "?".
Summing up: is there a way to tell PageSpeed Insights the page is actually a game with only a simple canvas in it and that it is indeed interactive as soon as the first frame is rendered on the canvas (not 7 seconds later)?
UPDATE: Partial Solution
Thanks to #Graham Ritchie's answer, I was able to detect the two slowest points, simulating a mid-tier mobile phone:
Loading/Compiling WebAssembly files: there was not much I could do about this, and this alone consumes almost 1.5 seconds...
Loading the main script file, script.min.js: I split the file into two, since almost two thirds of this file are just string constants, and I started loading them asynchronously, both using async to load the main script and delay loading the other string constants, which has saved more than 1.2 seconds from the load time.
The improvements have also saved some time on better mobile devices/desktop devices.
The commit diff is here.
UPDATE 2: Improving the Tooling
For anyone who gets here from Google, two extra tips that I forgot to mention before...
Use the CLI Lighthouse tool rather than the website (both for localhost and for internet websites): npm install -g lighthouse, then call lighthouse --view http.... (or use any other arguments as necessary).
If running on a notebook, make sure it is not running on the battery, but actually connected to a power source 😅
Summing up: is there a way to tell PageSpeed Insights the page is actually a game with only a simple canvas in it and that it is indeed interactive as soon as the first frame is rendered on the canvas (not 7 seconds later)?
No and unfortunately I think you have missed one key piece of the puzzle as to why those numbers are so high.
Page Speed Insights uses throttling on the Network AND the CPU to simulate a mid-tier mobile phone on a 4G connection.
The CPU throttling is your issue.
If I run your game within the "performance" tab on Google Chrome Developer Tools with "4x slowdown" on the CPU I get a few long tasks, one of which takes 5.19s to run!
Your issue isn't page weight as the site is lightweight it is JavaScript execution time.
You would have to look through your code and see why you have a task that takes so long to run, look for nested loops as they are normally the issue!
There are several other tasks that take 1-2 seconds total between them but that 5 second task is the main culprit!
Hopefully that clears things up a bit, any questions just ask.

What is fully loaded time on GTmetrix and why is it important?

I cleared my cache and cookies, reload a website and it loads up on my screen in less than a second, yet when I go to GTmetrix.com and test the example site, the 'Fully Loaded Time' is much longer than what I experience on my computer, even on the highest unthrottled broadband setting.
On the GTmetrix site, it says the 'Fully Loaded Time' is "the point after the Onload event fires and there has been no network activity for 2 seconds." yet on some well optimized sites, I see the Fully loaded Time as being under 2 seconds. How can it be under 2 seconds when it has to calculate the point at which there's no network activity for 2 seconds.
Also, I went to the w3schools.com definition of the download event and it says it is an event that is programmed to occur when objects such as images/scripts files/css files/etc. are fully loaded. So I'm assuming the Fully Loaded Time is when everything besides the images/js/css files have completed loading and all the extra stuff after that finishes loading as well.
For the average user, is then 'Fully Loaded Time' from GTmetrix not much of a concern since most of the website information loads quickly unless it is some sort of web app that needs to have its programmatic functions load fully as well?
How important is the 'Fully Loaded Time' metric and could you give me a use case example where this metric would be important for the page to load completely? For example, I go to Amazon.com and everything loads in under a second and I can begin shopping right away yet on GTmetrix it says the Fully Loaded Time is 14.7 seconds and even the video screen capture on GTmetrix shows the page loading rather slowly tho the images and site structure seems to finish loading by the halfway mark.
I'm trying to understand the glossary terms of page load speeds better and this is confusing me. Thanks.
"the point after the Onload event fires and there has been no network activity for 2 seconds."
So what it does is load the resources on the page and listen out for no more resources being loaded for 2 seconds.
At that point it works out the last time it loaded a resource and gives you a time for load.
That is how it can be under 2 seconds, it waits for the first 2 second break and then looks at the last time it downloaded a resource, that is the time it uses for "fully loaded".
"For the average user, is then 'Fully Loaded Time' from GTmetrix not much of a concern"
Fully loaded time is not as important as first contentful paint, time to first byte etc.
It is a useful diagnostic tool to see if you are sending way too much down the wire or to identify problems with the site where non essential resources are "hanging".
Additionally it is useful to see if any lazy loading etc. is working as expected as one of the criteria that is important for mobile is trying to not send unneeded information down the wire to preserve a user's data plan. (if you send me 20Mb of off-screen images that I never see then that is a waste of my data).
It is also important for things like anchored headings etc. If a page takes 15 seconds to load when i got to "yoursite.com/page#interesting-heading" there may be a lot of "Cumulative Layout Shift" if things are still loading.
If you are trying to work out what Google etc. think are important then this answer I gave on the scoring updates to Google Page Speed Insights (same engine as GTmetrix) illustrates what they actually score on and the weightings they give each critera, which is a good insight into what your users are likely to care about / what will increase conversions / time on site.

Chrome extension effect on page load time

I'm writing a Chrome extension and I want to measure how it affects performance, specifically currently I'm interested in how it affects page load times.
I picked a certain page I want to test, recorded it with Fiddler and I use this recording as the AutoResponder in Fiddler. This allows me to measure load times without networking traffic delays.
Using this technique I found out that my extension adds ~1200ms to the load time. Now I'm trying to figure out what causes the delay and I'm having trouble understanding the DevTools Performance results.
First of all, it seems there's a discrepancy in the reported load time:
On one hand, the summary shows a range of ~13s, but on the other hand, the load event arrived after ~10s (which I also corroborated using performance.timing.loadEventEnd - performance.timing.navigationStart):
The second thing I don't quite understand is how the number add up (or rather don't add up). For example, here's a grouping of different categories during load:
Neither of this columns sums up to 10s nor to 13s.
When I group by domain I can get different rows for the extension and for the rest of the stuff:
But it seems that the extension only adds 250ms which is much lower than the exhibited difference in load times.
I assume that these numbers represent just CPU time, and do not include any wait time. Is this correct? If so, it's OK that the numbers don't add up and it's possible that the extension doesn't spend all its time doing CPU bound work.
Then there's also the mysterious [Chrome extensions overhead], which doesn't explain the difference in load times either. Judging by the fact that it's a separate line from my extension, I thought they are mutually exclusive, but if I dive deeper into the specifics, I find my extension's functions under the [Chrome extensions overhead] subdomain:
So to summarize, this is what I want to be able to do:
Calculate the total CPU time my extension uses - it seems it's not enough to look under the extension's name, and its functions might also appear in other groups.
Understand whether the delay in load time is caused by CPU processing or by synchronous waiting. If it's the latter, find where my extension is doing a synchronous wait, because I'm pretty sure that I didn't call any blocking APIs.
Update
Eventually I found out that the reason for the slowdown was that we also activated Chrome accessibility whenever our extension was running and that's what caused the drastic slowdown. Without accessibility the extension had a very minor effect. I still wonder though, how I could see in the profiler that my problem was the accessibility. It could have saved me a ton of time... I will try to look at it again later.

Fastest? ClientBundle vs plain URL images

Right now a large application I'm working on downloads all small images separately and usually on demand. About 1000 images ranging from 20 bytes to 40kbytes. I'm trying to figure out if there will be any client performance improvements by using a ClientBundle for the smaller most used ones.
I'm putting the 'many connections high latency' issue for the side now and just concentrate on javascript/css/browser performance.
Some of the images are used directly within CSS. Are there any performance improvements by "spriting" them vs using as usual?
Some images are created as new Image(url). Is it better to leave them this way, move them into CSS and apply styles dinamically or load from a ClientBundle?
Some actions have a result a setURL on an image. I've seen that the same code can be done with ClientBundle and it will probably set the dataURI for that image. Will doing improve performance or is it faster this way?
I'm specifically talking about runtime more than startup time, since this is an application which sees long usage times and all images will probably be cached in the first 10 minutes, so round-trip is not an issue (for now).
Short answer is not really (for FF, chrome, safari, opera) BUT sometimes for IE (<9)!!!
Lets look at what client bundle does
Client bundle packages every image into one ...bundle... so that all you need is one http connection to get all of them... and it requires only one freshness lookup the next time you load your application. (rather than n times, n being the number of your tiny images.. really wasteful.)
So its clear that client bundle greatly improves your apps load time.
Runtime Performance
There maybe times when one particular image fails to get downloaded or gets lost over the internet. If you make 1000 connections, the probability of something going wrong increases (however little). FF, Chrome, Safari, Opera simply put the image not found logo and move on with the running. IE <9 however, will keep trying to get those particular images, using up one connection of the two its allowed. That really impacts performance in IE.
Other than that, there will be some performance improvement if you keep loading new widgets asynchronously and they end up downloading images at a later stage.
Jai

Web Development: What page load times do you aim for?

Website Page load times on the dev machine are only a rough indicator of performance of course, and there will be many other factors when moving to production, but they're still useful as a yard-stick.
So, I was just wondering what page load times you aim for when you're developing?
I mean page load times on Dev Machine/Server
And, on a page that includes a realistic quantity of DB calls
Please also state the platform/technology you're using.
I know that there could be a big range of performance regarding the actual machines out there, I'm just looking for rough figures.
Thanks
Less than 5 sec.
If it's just on my dev machine I expect it to be basically instant. I'm talking 10s of milliseconds here. Of course, that's just to generate and deliver the HTML.
Do you mean that, or do you mean complete page load/render time (html download/parse/render, images downloading/display, css downloading/parsing/rendering, javascript download/execution, flash download/plugin startup/execution, etc)? The later is really hard to quantify because a good bit of that time will be burnt up on the client machine, in the web browser.
If you're just trying to ballpark decent download + render times with an untaxed server on the local network then I'd shoot for a few seconds... no more than 5-ish (assuming your client machine is decent).
Tricky question.
For a regular web app, you don't want you page load time to exceed 5 seconds.
But let's not forget that:
the 20%-80% rule applies here; if it takes 1 sec to load the HTML code, total rendering/loading time is probably 5-ish seconds (like fiXedd stated).
on a dev server, you're often not dealing with the real deal (traffic, DB load and size - number of entries can make a huge difference)
you want to take into account the way users want your app to behave. 5 seconds load time may be good enough to display preferences, but your basic or killer features should take less.
So in my opinion, here's a simple method to get a rough figures for a simple web app (using for example, Spring/Tapestry):
Sort the pages/actions given you app profile (which pages should be lightning fast?) and give them a rough figure for production environment
Then take into account the browser loading/rendering stuff. Dividing by 5 is a good start, although you can use best practices to reduce that time.
Think about your production environment (DB load, number of entries, traffic...) and take an additional margin.
You've got your target load time on your production server; now it's up to you and your dev server to think about your target load time on your dev platform :-D
One of the most useful benchmarks we use for identifying server-side issues is the "internal" time taken from request-received to response-flushed by the web server itself. This means ignoring network traffic / latency and page render times.
We have some custom components (.net) that measure this time and inject it into the HTTP response header (we set a header called X-Server-Response); we can extract this data using our automated test tools, which means that we can then measure it over time (and between environments).
By measuring this time you get a pretty reliable view into the raw application performance - and if you have slow pages that take a long time to render, but the HTTP response header says it finished its work in 50ms, then you know you have network / browser issues.
Once you push your application into production, you (should) have things to like caching, static files sub-domains, js/css minification etc. - all of which can offer huge performance gains (esp. caching), but can also mask underlying application issues (like pages that make hundreds of db calls.)
All of which to say, the values we use for this time is sub 1sec.
In terms of what we offer to clients around performance, we usually use 2-3s for read-only pages, and up to 5s for transactional pages (registration, checkout, upload etc.)

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