Rendering Questions in Phaser 3 Posted October 15, 2018 · Report reply I have been working for a while on a game called loons.io (https://loons.io) using Phaser 3. Some people have said the game is very laggy for them, and there are some assumptions about performance that I made previously which probably led to frame rate drops for players. If you can give me advice on any of these questions, that would be very helpful. 1. Are large GameObjects.Graphics bad for performance? If I have a single, huge circle, most of which is not visible on the screen, will that cause any problems? Similarly, if I draw some polygons far from the origin of the GameObjects.Graphics, is that bad? Or should both of these things have a negligible effect? 2. Are tileSprites the best option for a repeating pattern that will not change? This is how I have the grid pattern in my game, then simply shift it by the dimensions of a single tile each time the player moves a certain threshold. 3. Will scaling up the canvas within CSS affect performance? I have a canvas container which I adjust to fit the screen, then I do width: 100% and height: 100% for the canvas. Is scaling up the canvas element different in any way from the options that the Phaser 2 ScaleManager provided? 4. How much does the actual size configuration of the game affect performance? For example, my game is currently at 720x1280. Would I recieve high performance benefits from 540x960, at the cost of quality on screens larger than those dimensions? 5. Does camera zoom affect performance? Obviously it will if more is being drawn as a result of zooming out. But what if you set a zoom of 0.5, then scale the dimensions and everything to 2 for all of your game objects, would it perform the same as zoom of 1 and scale of 1? 6. Ultimately, is Phaser 3 ready for rendering to the same extent that Phaser 2 was, or should I still be using Phaser 2 for things such as the ScaleManager or to avoid frame drops?