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Frame rate & draw calls #73

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Reda-S opened this issue Aug 30, 2017 · 3 comments
Open

Frame rate & draw calls #73

Reda-S opened this issue Aug 30, 2017 · 3 comments

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@Reda-S
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Reda-S commented Aug 30, 2017

The frame rate drops below 60fps once we have more than 30 draw calls, no matter what we are drawing and no matter what material we are using.
If we are debugging the solution it only takes 8 draw calls for the framerate to start dropping, on release we can get up to 30 draw calls before the rate start dropping.

@Reda-S
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Reda-S commented Sep 2, 2017

@sjando thanks a lot for the "disabling JsStartDebugging" tip, it almost doubled the number of draw calls (~50) we can have.

@Almost-Done
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In release configuration, what is the CPU utilization for your app when the frame rate drops? What is the GPU utilization of the 3D engine? These numbers are available in the device portal, on the Processes and System Performance pages.

@Reda-S
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Reda-S commented Sep 14, 2017

Hi Cristi,
The Frame rate start dropping below 60fps once you draw over 50 objects, to test it I have just created a sample three.js app with 100 simple meshes (PlaneGeometry + MeshBasicMaterial)

In release configuration, this sample's framerate is around ~35 FPS, the CPU between 40% and 60% utilization, and the GPU 15%-20%.

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