Is there any benefit to this?
In the client - is. While setTimeout and his friends are starting in the timer queue - requestAnimationFrame synchronizes with the page display in the browser (draws it), so when you use it, there is no jitter, as you tell him what to draw, and the picture in the browser is in sync.
Usually games have two loops - a rendering cycle (what to draw) and a game cycle (the logic of what happens). The first is in requestAnimationFrame , and the other in setTimeout - both should be very fast.
Here is a link to requestAnimationFrame from Paul Irish.
Can you refer to any server-side implementation of "best practice" in NodeJS?
Since the server does not display any image, there is no point in requestAnimationFrame polyphony on the server. You would use setImmediate in Node / io.js so that you would use requestAnimationFrame for the client.
Simply put - requestAnimationFrame was added to solve a problem (rendering graphic data without jitter) that does not exist on the servers.
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