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.