Help with Optimisation Strategy for multi-scene


I would like to ask for help with optimizing my project.

I have 9 scenes, rendered by one renderer (setViewport, setScissor, setScissorTest). On those stages I have identical bone animated meshes with randomly swapped materials.

I have performance issues :slight_smile:

Materials are really small (64x64), I have 300k polys per scene (300k*9) and my framerate is 20fps. If I add those models by copying meshes, I can have milions of polys and the framerate is solid 60.

How to properly share geometry, materials and animations between Scenes?


Without actually debugging/profiling your application it’s hard to tell you something specific. In general, it is questionable to have that amount of scenes because there will be many state changes and redundant operations for each render call. Is there are special reason for having nine scene objects?

Really? I’m curious now, can you provide a live demo with such a setup? I would say “milions of polys” is too complex for WebGL. Something like this will not run smoothly on most devices especially if this stuff is animated.

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