It appears that there are several challenges to address in this scenario.
One major issue is the large number of cubes present in the scene, each with its own material and draw call. To ensure optimal performance, it's recommended to keep the number of draw calls around 500 and limit the polygons to approximately 1.5 million to avoid being "draw call bound". Implementing techniques such as hardware instancing or utilizing libraries like THREE.BAS for cube instancing can help optimize rendering efficiency.
(https://github.com/zadvorsky/three.bas)
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Additionally, the resize handler may need adjustment to resize to the canvas size rather than the window bounds. Ensure that render passes are resized accordingly within the code to reflect the actual canvas size for accurate display rendering.
Consider using
renderer.resize(renderer.domElement.width, renderer.domElement.height, false)
to control canvas resizing through CSS rules and set appropriate sizes for effects passes and the effectsComposer. By setting the 'false' parameter, you can prevent unintended resizes triggered by THREE.js manipulating the canvas style dimensions based on window changes.
Furthermore, performing blur/bloom effects can be resource-intensive as it involves scaling down the framebuffer multiple times to achieve the desired effect. This challenge is exacerbated by the aforementioned sizing discrepancies.
If running on a retina display with devicePixelRatio greater than 1, adjust settings accordingly to mitigate additional display sizing complexities caused by higher pixel ratios.
These issues interact and impact overall GPU performance, underscoring the importance of strategic management and workload optimization to maximize efficiency.
We hope these insights prove helpful in addressing the encountered obstacles.