Currently, I am handling a point cloud with approximately 60,000 vertices.
Interestingly, when I view the cloud at a smaller scale, performance remains acceptable. However, as soon as I zoom in and larger sprites/plans/points become visible on the screen, performance takes a hit.
This issue arises whether I use a PointsMaterial
or a RawShaderMaterial
, a Points
object, or an instancedBufferGeometry
mesh.
It appears that performance deteriorates significantly when rendering a single large shape that occupies most of the canvas area.
The decrease in performance is even more pronounced if the points have a transparent texture applied to them.
In fact, this situation reminds me of encountering a similar problem when rendering sizeable overlapping transparent images in Processing.