# Low FPS with live generation of 10000 vertices

**URL:** <https://discourse.threejs.org/t/low-fps-with-live-generation-of-10000-vertices/3038>\
**Category:** Questions\
**Tags:** geometry\
**Created:** [June 6, 2018, 12:14pm UTC](https://discourse.threejs.org/t/low-fps-with-live-generation-of-10000-vertices/3038 "2018-06-06T12:14:48Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [June 6, 2018, 1:03pm UTC](https://discourse.threejs.org/t/low-fps-with-live-generation-of-10000-vertices/3038/2 "2018-06-06T13:03:48Z")

</div>

`Geometry` is internally converted to `BufferGeometry`. This is normally done once but since you are setting `elementsNeedUpdate` to `true` in your render loop, the conversion is performed every frame.

Also see: [Potential memory leak in my animation engine](https://discourse.threejs.org/t/potential-memory-leak-in-my-animation-engine/1584/12?u=mugen87)

Try to avoid `Geometry` and generate your geometry data with `BufferGeometry` instead. You will have a much better performance.

---

_[View the full topic](https://discourse.threejs.org/t/low-fps-with-live-generation-of-10000-vertices/3038)._
