it seems like evaluateActiveMeshes and computeWorldMatrix are compensating for the reduced rendering time.
possibly the GPU is also part of the difference, but I don’t think my Android phone will let me inspect that.
That’s my brainstorm for now, any of your thoughts could be helpful, thank you.
The visibility flag is a must have for me, so I don’t think so.
I think the key for me is to rewrite the evaluateActiveMeshes in such a way that it’s less costly, because I know which ones are visible so it shouldn’t cost that much, right?
Maybe I should keep a map of meshes that are ‘active’.
Then again, if I tell Babylon I don’t 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 don’t 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.