Babylonjs has offered so many project and game design opportunities on different platforms, pains that some android devices are still trying to live up to its expectations. i was working on a project which i want to be made available for all android devices at least 4.0 upward, i needed like 30 animated characters working in the scene, i got my hand on a rusty samsung s5 and i was getting a bare minimum of 8fps, I cant use the createInstance functionality because there are different models. Is there any way to improve my circumstance?
Well… the samsung S5 is from 2014, soon 5 years old, can’t expect it to run everything at 60 fps
Use Low resolution textures, combine textures in a textureAtlas,
use Low poly models,
and Low key animations ( less / fewer keys ) …
basicly, anything that can be reduced to use fewer resources
i’m sure there’s 100 other things that can be done, but that’s what i remember.
All what @aWeirdo said
Also I would limit the number of influencers and bones in your animations to the bare minimum. Last I would tend to not run at full native pixel ratio.