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Enabling Basis to avoid webgl context loss


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I've been facing an issue where the webgl context is lost after loading ~2500 textures each 1920 x 1080 and assigning about 700 of them. To get around this I'm attempting to use basis so the textures don't overload the GPU. Based on the documentation https://pixijs.download/dev/docs/PIXI.BasisLoader.html I think it should be working, but when I try running the program it loses context at 700 assigned textures again indicating no performance gain. I'm not getting issues about finding the basis files when calling loadTranscoder. Is there anything wrong with my basis implementation?



  "main": "main.js",
  "scripts": {
    "start": "electron ."
  "devDependencies": {
    "electron": "^6.0.10"
  "dependencies": {
    "@pixi/compressed-textures": "6.0.4",
    "@pixi/basis": "6.0.4",
    "pixi-filters": "^4.1.1",
    "pixi.js": "6.0.4",


const BASIS = require('@pixi/basis');
const PIXI = require('pixi.js');

module.exports = class PixiRenderer {
    constructor(config) {
        this.app = new PIXI.Application({width: config.width, height: config.height, antialias: config.antialias});

        BASIS.BasisLoader.loadTranscoder('./public/scripts/basis_transcoder.js', './public/wasm/basis_transcoder.wasm');


const PIXI = require('pixi.js');

module.exports = class Loader {
    constructor(config) {
        this.config = config;

        this.loader = new PIXI.Loader();

        config.Frames.forEach((framePath) => {
            this.loader.add(framePath, framePath);
        this.loader.load((loader) => {
            config.sprite.texture = this.loader.resources[config.Frames[0]].texture;

    draw(frame) {
        this.config.sprite.texture = this.loader.resources[frame].texture;


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