I have a webgl application, I've written using threejs. But the FPS is not good enough on some of my test machines. I've tried to profile my application using Chrome's about:tracing with the help from this article : http://www.html5rocks.com/en/tutorials/games/abouttracing/
It appears that the gpu is being overloaded. I also found out that my FPS falls drastically when I have my entire scene in the camera's view. The scene contains about 17 meshes and a single directional light source. Its not really a heavy scene. I've seen much heavier scenes get render flawlessly on the same GPU.
- So, what changes can I make in the scene to make it less heavy, without completely changing it? I've already tried removing the textures? But that doesn't seem to fix the problem.
- Is there a way to figure out what computation threejs is pushing on to the GPU? Or would this be breaking the basic abstraction threejs gives?
- What are general tips for profiling GPU webgl-threejs apps?