Which is better for rendering speed: increased objects or increased scenes?

I am in the process of developing a game that consists of three different scenes, each with unique functions. However, all these scenes require the same set of three.js objects. My main question revolves around rendering speed - would it be more efficient to utilize three cameras and reposition the objects when switching between scenes? Or should I create three separate scenes, each containing similar types of objects but as distinct entities which do not need to be relocated? To put it simply, imagine having a scene filled with three.js objects shaped like letters spelling out a paragraph. Now, if I wish to display a new paragraph using the same letters, what method would result in optimal rendering speed: moving the existing letters around or transitioning to another pre-loaded scene featuring the objects arranged in the shape of the new paragraph? I am open to exploring alternative approaches to this task, provided they are solely based on JavaScript. Thank you for your assistance!

Answer №1

You seem to have misinterpreted the issue at hand. When it comes to rendering two scenes with 50 objects each on the GPU, they should take roughly the same amount of time. The concept of "rendering speed" encompasses more than just rendering; it also involves scene processing to adjust the position of your letters. Therefore, the true challenge lies in minimizing the number of operations required to reposition your letters from one scene to another.

Let's make a few assumptions:

  • You are not concerned about memory usage
  • You are not worried about the initial setup time for the scenes
  • You do not intend to rearrange the letters beyond the provided scenes

In this scenario, the most efficient approach would be to have separate copies of all the objects. By doing so, you eliminate the need for any repositioning and can proceed directly to the rendering phase.

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