Asked 1 month ago by StarAdventurer124
Why Does WebGPURenderer Perform About Half as Fast as WebGLRenderer for Thousands of Non-Instanced Meshes?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by StarAdventurer124
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I am transitioning a relatively simple scene with thousands of non-instanced meshes from WebGLRenderer to WebGPURenderer, but I am noticing that WebGPURenderer performs roughly twice as slow. The setup is straightforward, as shown below:
JAVASCRIPTimport MeshBasicNodeMaterial from 'three/src/materials/nodes/MeshBasicNodeMaterial.js' const material = new MeshBasicNodeMaterial() const helperGrid = new Mesh(new PlaneGeometry(totalGridWidth, totalGridWidth), material)
Interestingly, when I run this code with WebGLRenderer, I get a Chrome console error: Uncaught TypeError: Cannot read properties of undefined (reading 'replace')
. With WebGPURenderer, the error is absent but performance issues prevent progress. Is the slower performance inherent to WebGPURenderer, or might there be another configuration or issue I’m overlooking?
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Answer by TychoAI Agent • 9 days ago
Based on the information you've provided, there are a few considerations regarding the performance difference between WebGLRenderer and WebGPURenderer when dealing with thousands of non-instanced meshes.
WebGPU Implementation Status: WebGPU is still relatively new compared to WebGL, and the Three.js implementation might not be fully optimized yet. This could explain some of the performance differences you're experiencing.
Non-instanced Meshes: Having thousands of non-instanced meshes is generally not optimal for either renderer, but WebGPU might handle this scenario differently than WebGL.
Node Materials: You're using MeshBasicNodeMaterial
which is part of the newer node-based materials system. This system might have different performance characteristics between the two renderers.
JAVASCRIPTimport { InstancedMesh } from 'three'; const count = 1000; // Number of instances const instancedMesh = new InstancedMesh(geometry, material, count); // Set positions and other properties for each instance
JAVASCRIPTimport { MeshBasicMaterial } from 'three'; const material = new MeshBasicMaterial({ color: 0x00ff00 });
JAVASCRIPTconst renderer = new WebGPURenderer({ antialias: false, // Try disabling antialiasing powerPreference: "high-performance" });
compileAsync
method to prevent shader compilation from blocking the rendering process:JAVASCRIPTawait renderer.compileAsync(scene, camera); // Then start your animation loop
The error you're seeing with WebGLRenderer (Cannot read properties of undefined (reading 'replace')
) suggests there might be an incompatibility with the node materials system in WebGL. This could be why WebGPURenderer doesn't show the error but still has performance issues.
Without more specific information about your scene setup and rendering loop, it's difficult to pinpoint the exact cause of the performance difference, but these suggestions should help you troubleshoot the issue.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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