it seems like evaluateActiveMeshes and computeWorldMatrix are compensating for the reduced rendering time.
possibly the GPU is also part of the difference, but I donât think my Android phone will let me inspect that.
Thatâs my brainstorm for now, any of your thoughts could be helpful, thank you.
The visibility flag is a must have for me, so I donât think so.
I think the key for me is to rewrite the evaluateActiveMeshes in such a way that itâs less costly, because I know which ones are visible so it shouldnât cost that much, right?
Maybe I should keep a map of meshes that are âactiveâ.
Then again, if I tell Babylon I donât need any frustrum/camera/obfuscation checking (which I think I did?), then Babylon could do this efficiently as well, in theory, as far as I understand (which, like I said, I donât right now ;)).
Hi, thank you! I would like some more help with performance analysis. Unfortunately, I am unable to help anyone helping me right now, so I think it is best to wait.
When I continue my efforts on this topic I will create a new post and will tag you.