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  1. Here: (code is a bit hacky as I copy-pasted only the important parts from an existing project). I've also tried to record it using QuickTime, but I couldn't get it to work fully representative with 60fps screen recording... Edit I've just played around with the canvas height/width styling a bit and it seems to have an impact on fps... could this be an issue? Here's a version without that's running much faster: = "100vw"; = "100vw";
  2. It's happening every 1s - 5s, sometimes constantly, sometimes not. Good point - turns out that it is my second monitor (I'm working on a MBP with the lid closed)! It works much better on my laptop screen. But still I can't explain why this is happening only on Google Chrome... It runs perfectly smooth on Safari. The behavior on Firefox is even stranger: It lags during the first 3s-5s and then turns into perfect smoothness...
  3. I've noticed random drops of FPS in Chrome during a simple movement of a simple sphere. So I made a profile and the drop is clearly visible (suddenly down at 27 FPS). However, I have no idea what caused this to happen. There is nothing unusual to me within this profile. What can I do to dig deeper and eventually solve this problem? I doubt that it this is related with Babylon.js itself nor with my code... It's probably a Chrome issue - and it doesn't happen in Safari.
  4. @Wingnut In a nutshell, your first experiment is to set a new scaling every 250ms, while adding the previous velocity to the newly created impostor? I tried this in my project and reducing the 250ms to something like 30ms would make the scaling smooth and gentle enough for my purposes: I guess putting it into requestAnimationFrame() and scale it every whichever frame would make it even smoother.
  5. @Wingnut thanks a lot for your extended investigation! I‘ll dive into it this weekend.
  6. Thanks for the explanation. Any other way to make the mesh (and its impostor) smaller?
  7. I'm trying to make my mesh smaller during its linear velocity movement. But unfortunately, as soon as I set the scaling, it stops the movement. How can I scale down my mesh in size without interrupting the movement? Is there an elegant way without having to calculate positions myself? See my example, where the movement stops after 1sec when trying to scale: