Recently, I noticed that my webgl application developed using threejs is facing some performance issues in terms of FPS on certain machines. To diagnose the problem, I attempted profiling my application using Chrome's about:tracing feature, following guidance from this informative article: http://www.html5rocks.com/en/tutorials/games/abouttracing/
After analyzing the data, it became apparent that my GPU was being overloaded. Interestingly, I observed a significant drop in FPS when the entire scene was within the camera's view. The scene itself wasn't particularly heavy, consisting of 17 meshes and a single directional light source. I've witnessed more complex scenes rendering smoothly on the same GPU.
- What adjustments can I make to the scene to reduce its load without altering it completely? Removing textures didn't seem to solve the issue. I'm open to suggestions.
- Is there a way to determine the specific computations threejs is offloading to the GPU, or does this go against the abstraction provided by threejs?
- Can you share any general tips for effectively profiling GPU performance in webgl-threejs applications?