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Slow rendering on : webgpu_compute_particles #30344
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When an application is fragment shader bound, using WebGPU won't help. I do not vote to introduce mobile specific presets in the examples since that will only complicate things. As a quick fix, we could lowering the particle count to |
I think it add just a fews lines to dispose and recreate the buffer ( or reallocate ) and call the |
If we start doing this in |
Having one example which can be used as benchmark performance sounds good to me but I see the concern of having to update the other examples.. but also why not ? TSL prove one good things after using it for a while : its super easy to produce short, clean, reusable code. So update examples would be not long and good for benchmarking. Also I'm not sure about threejs target but most of my clients in 2025 for webgl are very concern about mobile performance and being able to prove xxx particles will works well would be nice. But if you dont want it i let you close this and i will just reduce to 512k the number of particles in a PR. |
That sounds good to me. We can close this issue when the PR got merged. |
Description
On iphone12 pro max it seems the "webgpu_compute_particles" is very slow, I originally though its the computation, but it's actually the particule rendering:
I'm a bit surprised cause I though render 1M particles would have been a piece of cake in webgpu.
For the moment I can do a PR :
So it might help to monitoring the performance on various mobile
Reproduction steps
Code
X
Live example
X
Screenshots
X
Version
r172
Device
Mobile
Browser
Safari
OS
iOS
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