# Rendering using all resources of GPU

**URL:** <https://discourse.threejs.org/t/rendering-using-all-resources-of-gpu/10250>\
**Category:** Questions\
**Tags:** typescript, performance\
**Created:** [October 16, 2019, 6:54am UTC](https://discourse.threejs.org/t/rendering-using-all-resources-of-gpu/10250 "2019-10-16T06:54:43Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![EliasHasle](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/eliashasle/32/3010_2.png) [@EliasHasle](https://discourse.threejs.org/u/EliasHasle)\
**Post date:** [October 16, 2019, 8:00am UTC](https://discourse.threejs.org/t/rendering-using-all-resources-of-gpu/10250/4 "2019-10-16T08:00:34Z")

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> [@Torben\_Van\_Assche](#):
>
> The textures are completely tileable, so I could lower their resolution and increase tiling. that’ll reduce that footprint which might also work quite well.

👍

> [@Torben\_Van\_Assche](#):
>
> I am currently not cloning anything, there are 8 meshes in the scene. Which confuses me even further (unless you mean sub-objects of my fbx files). But this will need to be changed once I make the size variable.

Oh, I was under the impression you were doing cloning. Do you know if the identical subobjects of the FBX are sharing geometry or have duplicated geometry? Especially if they have duplicated geometry, but anyway, you may want to remove all but one and draw them with instancing instead.

> [@Torben\_Van\_Assche](#):
>
> How do I discern what is causing my GPU overload? is there any analytic tool for threejs that can identify which part of the rendering/computing is bottlenecking?

I tried the [three.js devtools](https://discourse.threejs.org/t/three-js-developer-tools/8477), but it did not show the objects.

> [@Torben\_Van\_Assche](#):
>
> Looking at this example

Ah, that one was nice. Mmm…

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