Context :
I'm working on a pretty simple THREE.JS project, and it is, I believe, optimized in a pretty good way. I'm using a WebGLRenderer to display lot's of Bode plot extracted from an audio signal every 50ms. This is pretty cool, but obviously, the more Bode I display, the more laggy it is. In addition, Bodes are moving at constant speed, letting new ones some space to be displayed.
I'm now at a point where I implemented every "basic" optimization I found on Internet, and I managed to get a 30 fps constantly at about 10.000.000 lines displayed, with such a bad computer (nVidia GT 210 and Core i3 2100...).
Note also i'm not using any lights
,reflections... Only basic lines =)
As it is a working project, i'm not allowed to show some screenshots/code, sorry ...
Current implementation :
I'm using an array to store all my Bodes, which are each displayed via a THREE.Line.
FYI, actually 2000 THREE.Line are used.
When a Bode has been displayed and moved for 40s, it is then deleted and the THREE.Line is re-used with another one. Note that to move these, I'm modifying THREE.Line.position property
.
Note also that I already disabled my scene and object matrix autoUpdate, as I'm doing it manually. (Thx for pointing that Volune).
My Question :
Do the THREE.Line.position modification induces some heavy calculations the renderer has already done ? Or is three.js aware that my object did not change and avoid these ?
In other words, I'd like to know if rendering/updating the same object which was just translated is heavier in the rendering process than just leaving it alone, without updating his matrix etc...
Is there any sort of low-level optimization, either in ThreeJS about rendering the same objects many times ? Is this optimization cancelled when I move my object ?
If so, I've in mind an other way to do this : using only two big Mesh, which are folowing each other, but this induces merging/deleting parts of their geometries each frames... Might it be better ?
Thanks in advance.