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PixiJS slow than canvas in rendering more than 20k rectangles


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I am building a visualization library where I have to render more than 20k rectangles with different color and sizes. I am using a single graphics object to render all the rectangles. The canvas implementation takes only 3ms to render while the pixijs implementation takes more than 30-40ms to render. Is there any better way to draw primitives using pixi other than graphics?

Here is the pixijs code:


function createRectsUsingPixi (container, width, height, points) {
    const app = new PIXI.Application({ antialias: true, width, height });

    const rect = new PIXI.Graphics();


    for (let i = 0; i < points.length; i++) {
        const { x, y, width, height } = points[i];
        rect.drawRect(x, y, width, height));



And here is the canvas code:-

function createRectsUsingCanvas (container, width, height, points) {
    var canvas = document.createElement('canvas');
    var ctx = c.getContext("2d");

    c.width = width;
    c.height = height;


    points.forEach((point, i) => {
        const {x, y, width, height} = point;
        ctx.rect(x, y, width, height);


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@ivan.popelyshev Hi,

I have 2D level editor that simulates a 2D-sandbox game. Since it's for personal use


he features i am trying to implement are:

-adding 2nd(or more) pages to the "inventory" (where i select all the game assets) (Annotated in the attached image)

site is the image I am using and insert is the image I am trying to do please help me



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