Improving PIXI Graphics Performance When Rendering Huge Number of Objects. #10521
Replies: 4 comments 5 replies
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@bigtimebuddy Here is the detailed explanation of the problem that I was trying to explain to you here. I saw your reply and thanks but to be very sure can you please go through the above description so that Im sure you understood the problem correctly🙏🏼 |
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@ivanpopelyshev can you pls help here? its urgent |
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I'm working on my own project and doing pixi only in spare time. If you have specific problem, please tal;k to @bigtimebuddy and post a bounty. Polygonal shapes can be defeinitely speed-up even without renderTexture, just sprites, but it requires writing shaders, thats brain time, and i couldnt even port graphics-smooth to v8 yet In current situation with pixi dev priorities, i really cant help, please help by talking to guys |
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@Amansaxena001 How does the shapes look like? Here is my tip: Replace simple rectangles and lines with Sprite(1x1 texture) where you can basically adjust the width and height for the desired size. and use particle container (not yet avaliable in v8 but u can downgrade to v7) The border you mean stroke? Are those Webgl native lines or default triangulated lines, will of course come with a cost. (native lines are not yet in v8 i guess, but still you can downgrade to v7) How many active shapes do you have in your scene? Do you have a viewport where you can zoom in and out? |
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Hi guys,
I have an app that renders a huge number of Pixi graphics and these graphics are just like HTML
div
which can hold children, you can expand/collapse them, etc by this what I mean here is the graphics are dynamic in nature and we change the dimensions of them on the go depending upon what kind event was fired and also depending upon theirchildren
each graphics will be different in size.I have
mainComponent
that is basically aPIXI.Container
where all the elements are drawn.The problem starts to come when I am adding borders on these graphics objects then the FPS heavily drops as now we are doing two draw calls because of which extra work needs to be done by GPU in order to render those.
I have seen a few examples using
RenderTexture
( medium ), andSprites
to improve the performance but I am not able to understand how would those work in my scenario.I need help here in determining the right approach for this use case
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