ooflorent Posted September 9, 2013 Share Posted September 9, 2013 When rendering is done through a CanvasRenderer, the framerate is cut by half when Pixi.js tries to draw really large textures (such as tilemap drawn using a RenderTexture).Such textures should be cropped by the CanvasRenderer in order to prevent drawImage() burning all CPU cycles. My last game has more than 10,000 display objects drawn each frame. Pixi.js is not able to render such amount of sprites without serious performance issues. I think an object culling pass should be added to skip off-screen sprites rendering. I don't have the time to fix those issues and send a PR so if the main developer read my post, I'll be happy provide more details. Quote Link to comment Share on other sites More sharing options...
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