WebGL Performance in all devices

In my current webgl project, the performance is low in android devices and some lower end model windows pc too. It is difficult to load the materials. I am using so many physical and standard materials. That might be the reason for that. Now I check the basic factors what affecting the performances. The parameters I was getting are listed below.

Scene polycount = (renderer.info.render.triangles):  1231538
Active Drawcalls = (renderer.info.render.calls):210
Textures in Memory = ( renderer.info.memory.textures):41
Geometries in Memory = (renderer.info.memory.geometries) : 202

Then I tried post processing, When I implement that, then these parameters are changed as below

Scene polycount = (renderer.info.render.triangles):  2
Active Drawcalls = (renderer.info.render.calls):1
Textures in Memory = ( renderer.info.memory.textures):44
Geometries in Memory = (renderer.info.memory.geometries) : 203

What is the meaning of this changes. How the polycount and drawcalls are reduced like this much. And If the postprocessing enabled, then the performance will be increased or decreased ?

I am using so many physical and standard materials.

You should probably reduce that. Especially for mobile.

If the postprocessing enabled, then the performance will be increased or decreased ?

Decreased - postprocessing generally increases the amount of calculations; plus, is calculated per-pixel for the entire screen.

When I implement that, then these parameters are changed as below […]

What you see in that log is the postprocessing output only. In short, the actual values are:

Scene polycount = (renderer.info.render.triangles):  1231538 + 2
Active Drawcalls = (renderer.info.render.calls):210 + 1
Textures in Memory = ( renderer.info.memory.textures):44
Geometries in Memory = (renderer.info.memory.geometries) : 203

First, your original scene is rendered - with all original triangles, materials etc. Then that rendered scene is placed on a quad (2 triangles covering the entire screen surface), hence 2 additional triangles, and additional rendering passes are applied on these 2 triangles.

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Thanks for your reply @mjurczyk