Alex
October 22, 2021, 4:14am
#1
Hello All,
I am working on performance optimization.
Currently i am rendering 1000s of objects into my scene using buffer geometry.
I found that buffer geometry is faster but due to lot of objects my browser slow down.
So i found a solution to use instance buffer geometry or instance mesh
To overcome the large number of object rendering and slowness in the browser.
Here a little confuse which one i should go for in between instance mesh and instance buffer geometry.
Because in future i have to do some transformation means move the individual obj so i think this is not possible with instance buffer geometry.
Please any views on each of my statement above.
Thanks
Mugen87
October 22, 2021, 8:08am
#2
Please use InstancedMesh
. It will make it easier to transform individual instances like demonstrated in the official demos, e.g. three.js webgl - instancing - dynamic .
1 Like
Alex
October 26, 2021, 2:16am
#3
Alex:
I found that buffer geometry is faster but due to lot of objects my browser slow down.
So i found a solution to use instance buffer geometry or instance mesh
To overcome the large number of object rendering and slowness in the browser.
I just read simple discussion here.
But i am not able to found how ?
Means how rendering 1000s of buffer obj is slower than rendering 1000s of instances.
Mugen87
October 26, 2021, 8:02am
#4
Rendering 1000 meshes produces 1000 drawcalls.
Rendering 1000 instances of a single instanced mesh produces 1 draw call.
There are many topics in this forum which explain why draw calls are a critical performance metric.