In both Three.js and Bablyon.js I have implemented almost the exact same scene of 10000 instances of a 30 vertex mesh.
In my Three.js implementationĀ it takes ~3ms to do the draw call that renders these.
In my Babylon.js implementation it takes ~40msĀ (Frame time) to do 1 draw call that renders these instances. I am following the Instance demo on the babylon website.
In Three.js, there is a "InstancedBufferGeometry" object that speeds this up considerably. Does BabylonJS have a simi
The "disable culling" suggestion I think doesn't stop every mesh from getting inserted into the world mesh tree, which is still getting cull tested. I'm not sure. But debug overlay says "mesh selection" is still taking ~20ms per frame for 2000 meshes. In my 3JS InstancedBufferGeometry way it is at least 5-10x faster.
I am willing to draft a prototype in the playground I guess, but maybe someone can offer some direction first. Is SPS really the way to go for this? Consider this screenshot: