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The window.requestAnimationFrame() method tells the browser that you wish to perform an animation and requests that the browser call a specified function to update an animation before the next repaint. The method takes an argument as a callback to be invoked before the repaint.

Note: Your callback routine must itself call requestAnimationFrame() if you want to animate another frame at the next repaint.

You should call this method whenever you're ready to update your animation onscreen. This will request that your animation function be called before the browser performs the next repaint. The number of callbacks is usually 60 times per second, but will generally match the display refresh rate in most web browsers as per W3C recommendation. The callback rate may be reduced to a lower rate when running in background tabs or in hidden <iframe>s in order to improve performance and battery life.

The callback method is passed a single argument, a DOMHighResTimeStamp, which indicates the current time when callbacks queued by requestAnimationFrame begin to fire. Multiple callbacks in a single frame, therefore, each receive the same timestamp even though time has passed during the computation of every previous callback's workload. This timestamp is a decimal number, in milliseconds, but with a minimal precision of 1ms (1000 µs).




A parameter specifying a function to call when it's time to update your animation for the next repaint. The callback has one single argument, a DOMHighResTimeStamp, which indicates the current time (the time returned from ) for when requestAnimationFrame starts to fire callbacks.

Return value

A long integer value, the request id, that uniquely identifies the entry in the callback list. This is a non-zero value, but you may not make any other assumptions about its value. You can pass this value to window.cancelAnimationFrame() to cancel the refresh callback request.


var start = null;
var element = document.getElementById('SomeElementYouWantToAnimate'); = 'absolute';

function step(timestamp) {
  if (!start) start = timestamp;
  var progress = timestamp - start; = Math.min(progress / 10, 200) + 'px';
  if (progress < 2000) {



Specification Status Comment
HTML Living Standard
The definition of 'requestAnimationFrame' in that specification.
Living Standard No change, supersedes the previous one.
Timing control for script-based animations
The definition of 'requestAnimationFrame' in that specification.
Candidate Recommendation Initial definition

Browser compatibility

Feature Chrome Firefox (Gecko) Internet Explorer Opera Safari (WebKit)
Basic support 10 webkit
24 [3]
4.0 moz [1][4]
23 [2]
10.0 (Yes) -o
6.0 webkit
return value 23 11.0 (11.0) 10.0 15.0 6.1
Feature Android Android Webview Firefox Mobile (Gecko) IE Phone Opera Mobile Safari Mobile Chrome for Android
Basic support

4.3 webkit

4.3 webkit

11.0 (11.0) moz

10.0 15.0

6.1 webkit

18 webkit25 [3]
requestID return value 4.4 4.4 11.0 (11.0) moz 10.0 15.0 6.1 webkit

[1] Prior to Gecko 11.0 (Firefox 11.0 / Thunderbird 11.0 / SeaMonkey 2.8), mozRequestAnimationFrame() could be called with no input parameters. This is no longer supported, as it's not likely to become part of the standard.

[2] The callback parameter is a DOMTimeStamp instead of a DOMHighResTimeStamp if the prefixed version of this method was used. DOMTimeStamp only has millisecond precision, but DOMHighResTimeStamp has a minimal precision of ten microseconds.  Furthermore, the zero time is different: DOMHighResTimeStamp has the same zero time as, but DOMTimeStamp has the same zero time as

[3] The correct call in Chrome to cancel the request is currently window.cancelAnimationFrame(). Older versions, window.webkitCancelAnimationFrame() & window.webkitCancelRequestAnimationFrame(), have been deprecated but are still supported for now.

[4] Support for the prefixed version has been removed in Firefox 42.

See also