Three.js - low performance on only 40 "simple" models - javascript

Here's a test field. Just click on model1-model4 to add next model. Remember to move camera (by mouse) to see real FPS.
I got few simple models... no matter if I use reflection or not, or I smooth vertices or not, when got about 40 models drawn, got only about 20-25 fps (while moving scene!)... 55 models = about 12 fps! any idea why? Graphic card or computer doesn't really matter... tested on Quad Core 4x3.6Ghz, 8GB ram, Geforce 880GTX. But Xperia Z1 acts similar.
Am I doing something wrong? What can I do to make it better? For example Ogre can render up to 5000 exactly the same models without a choke (DirectX).

Instead of loading a new obj everytime you should do obj.clone() if you have loaded it already. That way you'll be reusing geometries and textures.
I notice you're trying to have a cubemap, but your textures are not power of 2 (432x432). Try resizing them to 256x256 or 512x512.

Related

Why is GPU render time inconsistent?

I'm building a WebGL application using THREE and am noticing some odd timing on the GPU. I don't have repro code available at the moment but I thought I'd ask the question in case it's a known browser quirk or something common and fixable.
Scene Setup
Scene with ~2,000,000 polygons, 136 Meshes, and 568 Object3D instances.
Using THREE.Composer with the FXAA and Unreal Bloom passes.
Using THREE.OrbitControls.
The scene is only rendered when something is known to have changed. For example, a draw is scheduled when the user drags the scene to move the camera with the controls or something in the scene moves. The scene is often static so we try not to render unnecessarily in those cases.
The Problem
The issue happens when the scene has been static (not drawn for a bit) and then the user changes the camera position by dragging. Once the user starts dragging the framerate is very choppy -- maybe 10-20 fps or lower -- for several frames before smoothing back out to something closer to 60. This happens consistently when leaving the scene alone for several seconds and then dragging again. If the mouse is dragged consistently after the initial stutter then the framerate stays smooth. Nothing different is being rendered for these frames.
This stuttering doesn't happen and the scene remains snappy if it's rendered every frame using requestAnimationFrame.
Here's the performance profiler with the stutter when the scene is only being rendered when something changes. You can see that there is a lot more time spent on the GPU during the frames that stutter before smoothing out again:
And the profiler when the scene is rendered at 60 fps:
Any thoughts? Why is there so much more GPU work happening suddenly on drag? Could the draw be blocked by some other rendering process? Why would it happen so consistently after not rendering for a few seconds? I've profiled using the latest version of Chrome but the stutter is present in Firefox, as well.
Thank you!
without a live sample there is no easy way to know BUT....
1 Three.js can do frustum culling on objects.
That means if some objects are off outside of the view they won't get drawn. So, put the camera in such a way that all objects are visible will run slower than if only some objects are visible
2 Primitive Clipping
Same as above except at the GPU level. The GPU clips primitives (it doesn't draw or compute pixels outside the view) so similar to above, if the lots of the things you're trying to draw happen to be outside the view it will run faster than if everything is inside the view.
3 Depth(Z) Buffer rejection
Similar to above again, if your objects are opaque then if a pixel is is behind an existing pixel via the depth test the GPU will skip calling the pixel shader if it can. This means if you draw 568 things and the first one you draw is the closest thing to the camera and covers up many things behind it than it will run faster than if all those things behind it draw drawn first. Three.js has the option to sort before drawing. Usually sorting is turned on for transparency since transparent objects need to be drawn back to front. For opaque objects though drawing front to back will be faster if any front objects occlude objects further back.
4 Drawing too many frames?
Another question is how are you queuing your draws? ideally you only queue a single draw and until the drawing has happened don't queue any more.
So
// bad
someElement.addEventListener('mousemove', render);
The code above will try to render for every mouse move even if that's > 60 fps
// bad
someElement.addEventListener('mousemove', () => {
requestAnimationFrame(render);
});
The code above may queue up lots and lots of requestAnimationFrames all of which will get executed on the next frame, drawing your scene multiple times per frame
// good?
let frameQueued = false;
function requestFrame() {
if (!frameQueued) {
frameQueued = true;
requestAnimationFrame(render);
}
}
function render(time) {
frameQueued = false;
...
}
someElement.addEventListener('mousemove', () => {
requestFrame();
});
Or something along those lines so that at most you only queue on render and don't queue any more until that render has completed. The code above is just one example of a way to structure your code so that you don't draw more frames than you need to.

Bad rendering of ParticleSystems in Three.js with low graphic cards

I am trying to use particle systems to speed up the rendering of a system of stars, but I've noticed that the display is really bad on weak graphic cards (for example on Intel HD, which are pretty widespread). The particles, which should have a specific texture, are replaced by ugly squares with strange colors and transparency. For instance, this system of particles renders to :
This can be reproduced with any instance of THREE.ParticleSystem or THREE.Points (the more modern version). All the other THREE objects (Sphere, Cubes, Planes, etc.) are rendering well on my GPU, only particles bug.
Is there a way to avoid this effect? Otherwise, is there another method than particle systems to display a large number of objects without slowing down?
I'm not sure about your specific case but I've found that drawing a 'Point' primitives may be problematic for some GPUs, drivers and/or API versions.
They are just a primitive type and should work the same as Triangles and Lines, but for some GPUs - especially the low-end ones - they just don't work. And if the drawing Points works by itself - it doesn't support point sizes, or texturing, or something else...
In such case you may replace them with regular textured quad and it should be fine. You'll probably lose some performance this way so you may keep both approaches and select one based on GPU.

How to make THREE.Mesh look volumetric with WebVR?

I'm working on porting an existing three.js project to WebVR + Oculus Rift. Basically, this app takes an STL file as input, creates a THREE.Mesh based on it and renders it on an empty scene. I managed to make it work in Firefox Nightly with VREffect plugin to three.js and VRControls. A problem I have is models rendered in VR aren't really 3D. Namely, when I move the HMD back and forth an active 3D model doesn't get closer/farther, and I can't see different sides of the model. It looks like the model is rather a flat background image stuck to its position. If I add THREE.AxisHelper to the scene, it is transformed correctly when HMD is moved.
Originally, THREE.OrbitControls were used in the app and models were rotated and moved properly.
There's quite some amount of source code so I'll post some snippets on demand.
It turned out that technically there was no problem. The issue was essentially with different scales of my models and Oculus movements. When VRControls is used with default settings, it reports a position of HMD as it reads it from Oculus, in meters. So, the range of movements of my head could barely exceed 1 m, whereas average sizes of my models are about a few dozens of their own units. When I used them altogether at the same scene, it was like a viewer is an ant looking at a giant model. Naturally, the ant have to walk a while to see another side of the model. That's why it seemed like not a 3D body.
Fortunately, there's a scale property of VRControls that should be used for adjusting scale of HMD movements. When I set it to about 30, everything works pretty well.
Thanks to #brianpeiris's comment, I decided to check coordinates of the model and camera once again to make sure they're not knit with each other. And, it led me to the solution.

JavaScript canvas game development

Ive been having a really baffling slow down issue with the game I am working on probably because I am unsure how to handle graphics (most likely responsible for the slow down) in javascript without using a third party framework like Phaser/ImapactJS/EaselJS etc)*. The following is the low down on how I am approaching my graphics. I would be very thankful for some tips or methods on how to do this right.
My game is tile based - using tiles designed at 500x500 px because I want them to display decently on high definition devices.
I am using a spritesheet to load all (most of) my tiles before the main loop is run. This image is roughly 4000 x 4000 (keeping it below 4096 because the GPU cant handle texture sizes larger than that).
I then use the drawImage function to cycle through and draw each tile on a part of the canvas using information (w, h, x, y) stored in the tile array. I do this on every cycle of the main loop using my drawMap function.
The map is currently 6x6 tiles in size
A character spritesheet is also loaded and drawn on to the canvas after the map has been drawn. The character displays a different frame of the animation on every cycle of the main loop. There are sets of animations for the character each contained in the same spritesheet.
The character sprite sheet is roughly 4000x3500
The character is roughly 350x250 px
Other objects also use the same sprite sheet. Currently there is only one object.
Possibly helpful questions:
Am I using too many spritesheets or too few?
Should I only draw something if it's coordinates are in bounds of the screen?
How should I go about garbage collection? Do I need to set image objects to null when no longer in use?
Thanks in advance for input. I would just like to know if I am going about it the right way and pick your brains as how to speed it up enough.
*Note that I plan to port the JS game to cocoonJS which provides graphics acceleration for the canvas element on mobile.
** If interested please visit my Patreon page for fun!
You have asked lots of questions here, I'll address the ones I've run into.
I would like to start out by saying very clearly,
Use a profiler
Find out whether each thing you are advised to do, by anybody, is making an improvement. Unless we work on your code, we can only give you theories on how to optimise it.
How should I go about garbage collection? Do I need to set image objects to null when no longer in use?
If you are no longer using an object, setting its reference to null will probably mean it gets garbage collected. Having nulls around is not necessarily good but this is not within the scope of this question.
For high performance applications, you want to avoid too much allocation and therefore too much garbage collection activity. See what your profiler says - the chrome profiler can tell you how much CPU time the garbage collector is taking up. You might be OK at the moment.
I then use the drawImage function to cycle through and draw each tile on a part of the canvas using information (w, h, x, y) stored in the tile array. I do this on every cycle of the main loop using my drawMap function.
This is quite slow - instead consider drawing the current on screen tiles to a background canvas, and then only drawing areas which were previously obscured.
For example, if your player walks to the left, there is going to be a lot of tiles on the left hand side of the screen which have come into view; you will need to draw the background buffer onto the screen, offset to account for the movement, and then draw the missing tiles.
My game is tile based - using tiles designed at 500x500 px because I want them to display decently on high definition devices
If I interpret this right, your tiles are 500x500px in diameter, and you are drawing a small number of these on screen. and then for devices without such a high resolution, the canvas renderer is going to be scaling these down. You really want to be drawing pixels 1:1 on each device.
Would you be able, instead, to have a larger number of smaller tiles on screen - thereby avoiding the extra drawing at the edges? Its likely that the tiles around the edges will sometimes draw only a few pixels of one edge, and the rest of the image will be cropped anyway, so why not break them up further?
Should I only draw something if it's coordinates are in bounds of the screen?
Yes, this is a very common and good optimisation to take. You'll find it makes a big difference.
Am I using too many spritesheets or too few?
I have found that when I have a small number of sprite sheets, the big performance hit is when I frequently switch between them. If during one draw phase, you draw all your characters from character_sheet.png and then draw all the plants from plant_sheet.png you'll be ok. Switching between them can cause lots of trouble and you'll see a slow down. You will know this is happening if your profiler tells you that drawImage is taking a big proportion of your frame.

Why is my simple webgl demo so slow

I've been trying to learn Web GL using these awesome tutorials. My goal is to make a very simple 2D game framework to replace the canvas-based jawsJS.
I basically just want to be able to create a bunch of sprites and move them around, and then maybe some tiles later.
I put together a basic demo that does this, but I hit a performance problem that I can't track down. once I get to ~2000 or so sprites on screen, the frame rate tanks and I can't work out why. Compared to this demo of the pixi.js webgl framework, which starts losing frames at about ~30000 bunnies or so (on my machine), I'm a bit disappointed.
My demo (framework source) has 5002 sprites, two of which are moving, and the frame rate is in the toilet.
I've tried working through the pixi.js framework to try to work out what they do differently, but it's 500kloc and does so much more than mine that I can't work it out.
I found this answer that basically confirmed that what I'm doing is roughly right - my algorithm is pretty much the same as the one in the answer, but there must be more to it.
I have so far tried a few things - using just a single 'frame buffer' with a single shape defined which then gets translated 5000 times for each sprite. This did help the frame rate a little bit, but nothing close the the pixi demo (it then meant that all sprites had to be the same shape!). I cut out all of the matrix maths for anything that doesn't move, so it's not that either. It all seems to come down to the drawArrays() function - it's just going really slow for me, but only for my demo!
I've also tried removing all of the texture based stuff, replacing the fragment shader with a simple block colour for everything instead. It made virtually no difference so I eliminated dodgy texture handling as a culprit.
I'd really appreciate some help in tracking down what incredibly stupid thing I've done!
Edit: I'm definitely misunderstanding something key here. I stripped the whole thing right back to basics, changing the vertex and fragment shaders to super simple:
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0, 1);
}
and:
void main() {
gl_FragColor = vec4(0,1,0,1); // green
}
then set the sprites up to draw to (0,0), (1,1).
With 5000 sprites, it takes about 5 seconds to draw a single frame. What is going on here?
A look at a the frame calls using WebGLInspector or the experimental canvas inspector in chrome reveals a totally not optimized rendering loop.
You can and should use one and the same vertexbuffer to render all your geometry,
this way you can save the bindBuffer aswell as the vertexAttribPointer calls.
You can also save 99% of your texture binds as you're repetively rebinding one and the same texture. A texture remains bound as long as you do not bind something else to the same texture unit.
Having a state cache is helpful to avoid binding data that is already bound.
Take a look at my answer here about the gpu as a statemachine.
Once your rendering loop is optimized you can go ahead and consider the following things:
Use ANGLE_instanced_arrays extension
Avoid constructing data in your render loop.
Use an interlaced vertexbuffer.
In some cases not using an indexbuffer also increases
performance.
Check if you can shave off a few GPU cycles in your shaders
Break up your objects into chunks and do view frustum culling on the CPU side.
The problem is probably this line in render: glixl.context.uniformMatrix3fv(glixl.matrix, false, this.matrix);.
In my experience, passing uniforms for each model is very slow in webGL, and I was unable to maintain 60FPS after ~1,000 unique models. Unfortunately there is no uniform buffers in webgl to alleviate this problem.
I solved my problem by just calculating all the vertex positions on the CPU and draw them all using one drawArray call. This should work if the vertex count isnt overwhelming. I can draw 2k moving + rotating cubes at 60 FPS. I dont recall exactly how many cubes you can draw at 60 FPS but it is quite a bit higher than 2k. If that isnt fast enough then you have to look into drawArrayInstanced. Basically, store all the matrices on an arraybuffer and draw all your models using one drawArrayInstanced call with correct offset and such.
EDIT: also to the OP, if you want to see how PIXI does the vertex update rendering (NOT uniform instancing), see https://github.com/GoodBoyDigital/pixi.js/blob/master/src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js.

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