The three,js benchmark I wrote displays 40K squares. ( they remain motionless ) The squares were created with:
THREE.PlaneGeometry(6, 6, 4, 4)
THREE.MeshBasicMaterial
The camera is perspective.
OrbitControls was used.
Stats.js was used
Results: Chrome 13 FPS, Firefox 5 FPS, IE 1 FPS ( running a windows desktop intel 3.4 GHZ and a mid to lower end Nvidia graphics card )
Q1) Can someone explain why the performance varies so greatly across the browsers? The performance difference is so large it makes me think I am totally missing something.
I have a question about, renderer.render(scene, camera);
Q2) Is the entire scene sent to the graphics card each time that renderer is called and if yes, could that be part of the explanation for the performance difference between browsers? And if the entire scene is sent to the graphics card with each renderer call is there a technique by which only the frustum data can be sent to the graphics card? ( assuming objects and lights… do not change from frame to frame )
Thank you