Babylon Version: 7.54 | WebGL Engine
I am trying to give my scene a performance boost and am looking for any suggestions on how. I have an application that displays data sets of models. The problem is the number of meshes in the models can get quite large.
In the worst case I am seeing about 6000 meshes, with ~96000 active faces and ~3000 draw calls.
I can’t use instancing because each mesh has the capability of being unique, and I can’t merge meshes because I need to be able to select and highlight each mesh individually.
For a lot of angles the meshes are almost all active in the scene, and using occlusion queries seems to result in worse performance than without.
With most systems I test this on the FPS sits around 10-20 on my worst case scenarios.
Looking at the chrome performance profiler, the majority of time is spent in RenderSorted with the bind calls.
(My active meshes is weirdly only displaying the meshes in a viewport camera)
Has anyone optimized a situation like this to be more performant? Or have any general solutions to look into that may boost performance when dealing with a ton of meshes than cant be instanced or merged?
Any ideas are appreciated, and I’ll do my best to answer any questions I can about my scene setup


