jerome Posted January 20, 2016 Share Posted January 20, 2016 Nothing to ask, just a little as I'm discovering how the shadows work : http://www.babylonjs-playground.com/#16SA9C Here, you've got a SPS with 1000 rotating boxes in a big box (line 29). They all cast shadows inside the big box while moving. The shadows are blurred and anti-aliased (Blur Variance) what is the smoothest rendering but also the most expensive one. That's what I wanted to test (to stress) with a big number of flying objects. Moreover, the directional light is permanently set behing the cam when you move and orientated to the center of the big box. This forces the shadows to slide along the walls according to the light/camera current position. This runs at 60 fps on my Chrome browser here :-) [EDIT] just stressed it more : more than 7000 boxes with their shadows here and still 60 fps I like this framework ! iiceman and Temechon 2 Quote Link to comment Share on other sites More sharing options...
jerome Posted January 20, 2016 Author Share Posted January 20, 2016 Ooops, I forgot some optimizers : freeze all the materials, freeze the big box world matrix, skip the particle color and texture computations... now it's up to 9000 particles at 60 fps here : http://www.babylonjs-playground.com/#16SA9C#2 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted January 20, 2016 Share Posted January 20, 2016 It's the world. I get 47 FPS (Chrome browser) 60 FPS on your first version, but not the second. Quote Link to comment Share on other sites More sharing options...
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