Amazing! Good FPS(~38) with 10,000 particles.
here, I get 38 fps with 15K particles and 50 fps by removing the call to computeSubMeshes()
. I have a stong CPU/GPU.
Below 15K particles, I always get around 60 fps, with or without computeSubMeshes()
.
Cool ! I like when code run faster than I initially expected
skull fun (no shader here, everything done with the standard tools)
https://playground.babylonjs.com/#UKNERM#125
Intense!
toasted slices https://playground.babylonjs.com/#UKNERM#128
[EDITED]
with tiny rotations
https://playground.babylonjs.com/#UKNERM#135
https://playground.babylonjs.com/#UKNERM#136
https://playground.babylonjs.com/#UKNERM#137
https://playground.babylonjs.com/#UKNERM#129
tweaked https://playground.babylonjs.com/#UKNERM#130
other fx https://playground.babylonjs.com/#UKNERM#131
https://playground.babylonjs.com/#UKNERM#132
https://playground.babylonjs.com/#UKNERM#134
Beautiful.
Have to chime in with my 2fps bargain bin opinion. ;p
it runs at 2fps on your computer ?
this works much in Chrome than in FF …
spiral fun
https://playground.babylonjs.com/#UKNERM#140
https://playground.babylonjs.com/#UKNERM#141
refined : https://playground.babylonjs.com/#UKNERM#142
On my phone ;p
LG K30, whatever chipset etc that might be.
I’m pulling a respectable 2fps on “refined”.
I like testing everything on this old junker. Whatever it is, it is engine.lowCapabilities. Any demo that isn’t reliant on fancy textures usually impresses. (Fancy textures just show up #000000)
well, that"s probably no surprise because it’s a big amount of vertices to sort, then to treat, and quite many effects for the GPU also