What is the mechanism behind sprites in three.js?

I've encountered a problem with my scene that includes numerous sprites and results in a poor frame rate. I attempted to improve performance by reducing sprite resolution and adjusting camera limitations for render distance, but unfortunately, it had no effect. I'm considering two alternative solutions: creating planes that face the camera or using a particle system. However, both of these methods involve multiple textures, which could lead to a high number of draw calls for each texture. Can anyone clarify how sprites are drawn in the scene, their impact on draw calls, and offer any performance optimization tips?

Currently, I have approximately 2500 sprites with 200 textures sized at 256x256.

I apologize for the repetition of my question, as seen here, but I am surprised by the underperformance of sprites in three.js.

Answer №1

Creating sprites involves drawing quads that are rotationally aligned with the camera, just like other elements in a scene.

To optimize performance, make sure to avoid duplicating objects such as materials and textures unnecessarily. Consider reusing existing assets whenever possible.

The issue might be caused by having too many unique textures. To improve efficiency, consider consolidating textures into a texture atlas.

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