Dears,
Related to my performance update in my scene and to this post of mine:
(Need help to understand drawcalls in my scene)
…
What is the performance impact of using scene.skipPointerMovePicking in a fairly large scene (my scene) containing 2k meshes and ~100 pickable meshes and ~30 ADT for mesh ?
Obviously, I found that this disables all onPointerEnterObservable for my GUI so before revamping everything and since the performance gain isn’t really obvious for me at this very moment, I wanted to just ask?
Thanks,
It can save a lot of perf in a scene with a lot of meshes because we don’t call pick
anymore on pointer move.
If you don’t want to disable pointer move picking entirely, you can try to set scene.pointerMoveFastCheck = true
. It will use a bounding box check when picking, which is less precise than a triangle check, but much faster.
Thanks a lot for your expert advise (as always).
It’s good to know that there’s a fast check method. Though, looking back at the use I’m making of it, it doesn’t seem like a ‘must have’ to me and in fact, I have this behavior and logic remaining on only 3 objects. So, I think I’m gonna change this logic a little and get rid off all pointermove picking to get max performance saving. Thanks again and have a great day