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First of all, thank you for your work! Tresjs has really helped us keeping a composable and declarative structure for our 3D scenes, with a seamless integration with Vue.
As our app grew, we have noticed that the rendering loop is using a significant part of the resources on low-end platforms. This was honestly not much of an issue before we started using web workers to offload some computationally intensive tasks. We noticed that the browser is highly prioritizing the main thread over the web workers, making them virtually useless when the main loop is too demanding.
Suggested solution
We would like to have the rendering loop and all the Tree artillery in a dedicated web worker with the help of an offscreen canvas.
Note that this would imply some asynchronous messaging system between the DOM thread and the worker using postMessage.
Alternative
Limiting the FPS is a workaround, but it does not really solve the problem because it won't adapt to the available computational power.
Description
First of all, thank you for your work! Tresjs has really helped us keeping a composable and declarative structure for our 3D scenes, with a seamless integration with Vue.
As our app grew, we have noticed that the rendering loop is using a significant part of the resources on low-end platforms. This was honestly not much of an issue before we started using web workers to offload some computationally intensive tasks. We noticed that the browser is highly prioritizing the main thread over the web workers, making them virtually useless when the main loop is too demanding.
Suggested solution
We would like to have the rendering loop and all the Tree artillery in a dedicated web worker with the help of an offscreen canvas.
Note that this would imply some asynchronous messaging system between the DOM thread and the worker using postMessage.
Alternative
Limiting the FPS is a workaround, but it does not really solve the problem because it won't adapt to the available computational power.
Additional context
No response
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