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Async loading of scenes for stable fps

Home Forums General Questions Async loading of scenes for stable fps

Viewing 5 posts - 1 through 5 (of 5 total)
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  • #47232
    dragosburian
    Customer

    Hello,

    Is there any possibility to append scenes in an asynchronous manner so that the 3d does not suffer any performance issues while it is happening in the background? If not, could this feature be developed for a future version?

    Dragos

    #47233
    dragosburian
    Customer

    Also of high importance, could appending scenes be done in such a manner that if the material already exists in the first scene, the second one will just use that instead of doubling it?

    Kind regards,
    Dragos

    #47241

    Hi, can you please elaborate a bit how this issue is reproduced. It can be either of two:

    1) Data is loaded via network in the background so it should not cause any FPS drop. So your issue is purely with long time the user have to wait before the new assets appear.

    2) Scenes with lots of shaders/geometry/animation may cause FPS drops when the engine finishes with data fetch and starts preparing the loaded data.

    To verify 1, please use slower network connection or throttle network speed in Chrome.

    To verify 2, enable FPS counter in your app.

    Regarding materials, the engine already caches the shaders, so it will take less time when they are loaded second time.

    Verge3D’s Tech Chief
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    #47248
    dragosburian
    Customer

    Hello,
    The problem is more similar to the 2nd point, so that is why I thought about loading/preparing the scene in async from the main one.

    #47268
    Yorick
    Customer

    To clarify: we’re talking about two separate issues.

    1. We will do a FPS test with the loading in the background and get back to you.
    2. When appending a scene, we are unable to make it use the material in the fist scene. How can we do this?
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