Three.js-WebGPU Virtual Geometry System

I have decided to upload my virtual geometry system to GitHub.

Live link: Spiris WebGPU VG-System

Since I’ve been working on perfecting my other projects, my virtual geometry system has become the neglected child.
It demonstrates the enormous performance that’s possible with Three.js and WebGPU.
I also tested this with a landscape created with BlenderKit. So, instead of thousands of dragons, I used a large landscape geometry. It works as intended. Let’s see if I can get around to fixing two minor bugs that are still causing problems beside my other projects.
It is already at a very good level in any case, which shows that Three.js with WebGPU is not limited by performance limits, but by the limits of the GPU.
I might reduce the number of dragons for the live link, as the initial loading takes a few seconds due to the high number of dragons and may exceed the GPU limits of some users.

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It seems just frozen when it shows the frist frame of the grid of dragons, but makes the fans of my GPU spin up (4090)

it fried my laptop, i have restart with power button

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I think you or threejs owe me a new phone :frowning:

I reduced the dragons from 27,000 to 8,000.
I have an AMD Radeon XTX 7900, but yes, 27,000 was extremely high. Maybe I should even reduce that to 1,000 for a demo. We’ll see.

I’m sorry about that. Most people will never need to go to such extremes as I did. I hope that won’t happen again.

The number of dragons can be changed in:

src/model/config.js

20 means 20 dragons in the x, y, z directions. I reduced that from 30 to 20.

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Any chance you could post some screenshots? I’d love to see what this looks like but unfortunately I can’t run it.

I would love to see the landscape demo!

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