PIXI, Suggest optimizations to minimize CPU/GPU in Pixi.js Posted September 10 · Report reply 8 hours ago, jonforum said: I also use app.renderer.generateTexture From my own test it look like the best performance ways for my context! Just don't forget, when you will no more need context, to destroy(true) textures and context. I do not think I'm wrong, but if yes, please tell me, so your that generating a texture that should be displayed in a lapse of time is more efficient than displaying a canvas element that is computed by the pixi rendering ticks engine. I hope I have not wrong because in most cases, I generate alway a textures for my texts and graphics, I never let pixi rendering canvas like text and graphics. I use pure pixi graphics and text only in debugging context, in game context i generate textures. but this subject interest me very high for final optimisation, in a temporary context, is it better to generate a texture from a graphics or a texts canvas and display it as a sprites in the pixi render, or rather just renderer it as it canvas? In case we know generate a texture for a sprite cost a lot, but after cost less for rendering in time. true ? But if in context you need to create and destroy inside ~500ms<, maybe it not good ways! Hey, Thanks for your time. Yes 500ms is a strict "No", But if you need rendering thing between 1000 to 5000 ms or >>, maybe it better to generate textures and sprites and then destroy when need? tell me if am wrong please.