I was reading this excellent discussion on how to increase the performance of THREE.js apps, on Twitter, and saw that Mr. Doob urged people to use buffergeometry instead of geometry whenever possible. What I’m wondering is whether using, for example, SphereBufferGeometry instead of SphereGeometry will improve run time performance if all I’m doing to the sphere is changing its position from frame to frame? If I’ve understood things correctly, when you instantiate a Geometry class, it will be converted to a buffergeometry, so there is a performance benefit when you set everything up for your scene, but I’m super curious if this will yield improvements when your requestAnimationFrame loop is running, as well.
No, that does not happen. Once
Geometry is internally converted to
BufferGeometry, there is no additional overhead. You should still use
BufferGeometry right from the beginning since you allocate much less memory.
Alright, will do