Heya, thanks for the feedback!
The halo is just the bloom.
As for the brightness, I’m not sure exactly, but it might be correct, the character is probably pure white, as on the background of the grass and soil it will look like it’s glowing. Though I should probably tone down the source light intensity.
As for the contrast overall - it’s controlled by the automatic exposure, so some kind of exposure setting is going to be picked and we’re going to adapt to it.
Lastly the banding - under motion that’s probably TAA, judging by the jagged edge which indicates disocclusion
Lastly the FPS. The engine has a certain fixed overhead, so the idea is that FPS will be lower on simple cases, but on complex cases it will overtake.
That, and there’s a whole bunch of post-processing going on, the rendering is true HDR under the hood too, that is - it draws using rgba16float targets, which will always lose to SDR targets, due to doubled memory overhead.
As an example, here’s a similar, very basic model scene, but with 10,000 instances and each instance using a unique material
In Shade it runs poorly, at around 60 FPS, but three.js only manages 18 FPS.
Sounds quite defensive, but I do agree with your general critique, that it needs to run faster and that this white model looks over-exposed.
Thanks for the detailed feedback!