# VideoTexture currentTime

**URL:** <https://discourse.threejs.org/t/videotexture-currenttime/50084>\
**Category:** Questions\
**Tags:** video-texture\
**Created:** [April 7, 2023, 8:12am UTC](https://discourse.threejs.org/t/videotexture-currenttime/50084 "2023-04-07T08:12:17Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![sergey10kambur](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/sergey10kambur/32/34353_2.png) [@sergey10kambur](https://discourse.threejs.org/u/sergey10kambur)\
**Post date:** [April 7, 2023, 8:12am UTC](https://discourse.threejs.org/t/videotexture-currenttime/50084/1 "2023-04-07T08:12:17Z")

</div>

Hi everyone,

I’m trying to imitate negative video playback rate by having a duplicate mesh with VideoTexture that appears and sets it’s video.currentTime and starts playing when user tries to rewind the video.

However there is a noticeable delay between video.currentTime being set, and the VideoTexture being updated (usually 1000-1250ms). Is there a way to improve it’s performance? It sets the frame once, so it shouldn’t be a heavy calculation.

If it’s not possible, I would like to know if it’s possible to get the time when texture was updated, so I can set the delay for user to interact with video accordingly. I tried using onUpdated, but it fires every frame

Minimal sandbox (the delay is low there since the scene isn’t heavy)

> **[Video texture with loading + chroma (forked) - CodeSandbox](https://codesandbox.io/s/video-texture-with-loading-chroma-forked-15f9es)**
>
> How to load, apply and play video textures, and how to calculate fullscreen, or "cover" aspect ratio.
