It seems that there is some background logic going on, since when I keep wiggling my mouse I can lower my performance quite a lot. I do have a lot of meshes in my scene, but I also do set them as not pickable in the scene when they are further away from the camera/player.
So what is the deal here? This can be produced easily when going into any playground, for example: https://playground.babylonjs.com/#S7E00P#52
and using the chrome performance tool… Can someone clarify why the mousemove is being processed continuously and with the scene.pick?
Just a clarification, will I be able to use DeviceSourceManager normally? How about if I manually add an ActionManager to the mesh, will I be able to add, for example, ActionManager.OnPointerOverTrigger ExecuteCodeActions if I have scene.skipPointerMovePicking = true?