Performance issue due to Fill rate

Helping with performance issues without debugging the application is always hard. But still here are my two cents:

  • If you lowering the resolution (by decreasing the size of the browser window) and you see no performance improvement, then the application is not fragment shader bound.
  • 2000 draw calls is still quite a lot. Ideally you have something like 20. I assume the respective CPU overhead kills the performance in your app right now.
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