BMWPilote Posted October 26, 2018 Share Posted October 26, 2018 Hi Guys, I have made a profiling for my application. The screenshot is the profiling result. Is it mean that I am GPU bound and the only way to improve the performance now is to reduce draw call number? Do you have any suggestion, please? Quote Link to comment Share on other sites More sharing options...
MinZe Posted October 26, 2018 Share Posted October 26, 2018 Maybe, just render the scene when you need it, It will improve the performance in background a lot. Quote Link to comment Share on other sites More sharing options...
BMWPilote Posted October 26, 2018 Author Share Posted October 26, 2018 Another question is why updating a uniform matrix takes so much time? Quote Link to comment Share on other sites More sharing options...
Guest Posted October 26, 2018 Share Posted October 26, 2018 Probably because you are doing it a lot? How many objects? Quote Link to comment Share on other sites More sharing options...
BMWPilote Posted October 29, 2018 Author Share Posted October 29, 2018 On 10/26/2018 at 11:30 PM, Deltakosh said: Probably because you are doing it a lot? How many objects? Hum...yes, I have 80000 meshes. But the problem is that they are all static. I know that OpenGL is a state machine so that even they are all static, we need to feed the matrices...so is there any technique to improve the performance under such circumstance ? Quote Link to comment Share on other sites More sharing options...
Guest Posted October 29, 2018 Share Posted October 29, 2018 Can you use instances? Did you call mesh.freeezeWorldMatrix() ? A good read: http://doc.babylonjs.com/how_to/optimizing_your_scene Quote Link to comment Share on other sites More sharing options...
BMWPilote Posted October 30, 2018 Author Share Posted October 30, 2018 9 hours ago, Deltakosh said: Can you use instances? Did you call mesh.freeezeWorldMatrix() ? A good read: http://doc.babylonjs.com/how_to/optimizing_your_scene Yes I already call freezeWorldMatrix(). Maybe the only way is to reduce draw calls by merging meshes or using instancing... Quote Link to comment Share on other sites More sharing options...
Guest Posted October 30, 2018 Share Posted October 30, 2018 I think so Quote Link to comment Share on other sites More sharing options...
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