60 frames a second

Many mobile games hold to 30 frames a second. Stumped: Ultimate Cricket 27 aims for 60, twice as many, so a ball at 150 km/h is drawn twice as often on its way to you. It's easier to judge, and the game feels quicker to your touch.

The square under floodlights: the batter on strike, the umpire behind the stumps and the field set
A full ground, a full crowd and floodlights, drawn 60 times a second.

Smooth, and it stays smooth

A match is played ball by ball for an hour or more, so the frame rate has to hold up for the whole match, not only the first over.

iPhone and iPad hold games in the browser to 60, so that's the top there too.

Graphics levels

From Lowest, for budget phones, to High, with every effect at a size a phone can hold through a long match without running hot. Lower levels draw fewer pixels, simpler shadows and a thinner crowd, and hold 60 the same way.

WebGL and WebGPU

The game draws with WebGL on every device: quick to load and the most responsive. On a powerful computer you can switch the graphics engine to WebGPU, which is still experimental, for two more levels:

A match takes longer to load on WebGPU. If your device can't run it, the match plays on WebGL.