Many objects causing low fps, optimization possible without losing individual objects?

This may be helpful, but there’s another InstanceMesh example that’s using a MeshSurfaceSampler and using each vertex normal to point the glTF file away from the surface. Just an idea, but that might be useful if you can work out something between the two examples?

If you have 1800 different objects then it’s highly likely that not all of them are visible at all times in the viewport. Use a setInterval (not an animationFrame) to perform a check. Try to figure out which of these geometries are visible based on your camera’s position/rotation/target or your character’s position, every second or so.
You can also reduce camera’s near and far values as an optimisation.
Check the amount of draw calls using renderer.info.

Hi gounisalex,
unfortunately I cannot assume that the 1800 objects won’t be visible at the same time, actually they are visible most of the time.
I have limited a bit more the camera’s near and far values as you proposed.
And I’ve also checked renderer.info.render.call which is 1 in my case.

I guess I still need to figure out a solution to reduce the number of objects, especially for the text objects…

Thansk for your tipps!
carlo