JohnK
April 16, 2020, 3:50pm
10
Out of interest why the extremely large number of particles? This topic discuss the issue of a large quantity of meshes Instanced Meshes and Performance
Posts of interest in the topic may be
Second half of
AFAIK
Instanced meshes have their world matrices, bouding boxes, bounding spheres and frustum tests computed each frame.
The final performance, CPU side, is more related to the global number of instances.
Solid particles have their lighter dedicated world matrices (and, optionnally their Bboxes, BSpheres) computed only on the call to setParticles() . The frustum test isn’t enabled by default.
The final performance, CPU side, is more related to the global number of vertices.
So, numerous hi…
Just my two cents
You might need to wait on WebGPU to achieve the kind of mesh volumes you are talking about.
I think the state of WebGL right now is kool for less than 2000 meshes (Including InstancedMeshes)
But tens of thousands of meshes (Even instances) is way too heavy right now… But the WebGPU is the future and will be closer to the metal
Check it out: Web GPU - Babylon.js Documentation
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