Curious about this.totalVertices.addCount() in the evaluate active mesh loop

Actually I think it could be a viable solution. You could implement the frustum check in getActiveMeshCandidates and keep only the meshes that pass the test. To avoid doing the frustum check again for the meshes that you know are visible, you should set mesh.alwaysSelectAsActiveMesh = true:

It is the same PG than the one I used in my tests above. This time it is running at ~240 fps.

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