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Do you have some more in-depth information on how to build these high-performance javascript-based VR applications? I work a lot with canvas2D and run into perf
by azeirah 10y ago
Do you have some more in-depth information on how to build these high-performance javascript-based VR applications? I work a lot with canvas2D and run into performance problems quite quickly, I'd like to know a bit more about the structure of a highly performant application.
- avaer 10y agoI've been meaning to blog about all of the stuff I'm learning here (doing it fulltime and there's a lot to write). Drop me an email if you want to be added to the mailing list; email in proifile. But quickly re: canvas2D and JS based VR, you really want to keep your textures (canvas) small, and your updates minimal. Texture uploads to the GPU kill you because you have a per-frame bandwidth budget, and with current THREE.js and WebGL that budget is quite low. You also want to avoid some gotchas like y-flipping. This is all going to get better though, with faster WebGL and more intelligent THREE.js optimizations with e.g. subtexture updates [0], which currently require you to know your WebGL hacks and OffscreenCanvas [1], which is a very nice for squeezing things out of the main loop, but isn't yet available in most browsers. As they say the future is already here, it's just not evenly distributed yet. I'm trying to distribute it. [0] https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D https://developer.mozilla.org/en-US/docs/Web/API/WebGLRender... [1] https://developer.mozilla.org/en-US/docs/Web/API/OffscreenCanvas https://developer.mozilla.org/en-US/docs/Web/API/OffscreenCa...