Comments (3)
@sjando thanks a lot for the "disabling JsStartDebugging" tip, it almost doubled the number of draw calls (~50) we can have.
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In release configuration, what is the CPU utilization for your app when the frame rate drops? What is the GPU utilization of the 3D engine? These numbers are available in the device portal, on the Processes and System Performance pages.
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Hi Cristi,
The Frame rate start dropping below 60fps once you draw over 50 objects, to test it I have just created a sample three.js app with 100 simple meshes (PlaneGeometry + MeshBasicMaterial)
In release configuration, this sample's framerate is around ~35 FPS, the CPU between 40% and 60% utilization, and the GPU 15%-20%.
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Related Issues (20)
- Spatial Understanding HOT 4
- OpenGL and EGL includes are not found when trying to build the solution. HOT 3
- Release mode HOT 2
- Access violation when accessing HoloLens camera HOT 3
- Windows Universal Runtime version 10.0.16299.0 HOT 1
- Spatial anchor read access violation HOT 2
- XmlHttpRequest exception when remote HTTP server is not online HOT 1
- Repetitive Object load causing memory leak HOT 1
- HTTP Requests within HoloJS?!?! HOT 3
- Different Origin when Space was lost for a moment
- Windows 10 build 17720 breaks HoloJs Spatial Input HOT 2
- FPS drops when calling dispose() in requestAnimationFrame()
- Is there a possibility to use Three GLTFLoader? HOT 2
- It There a way to check voice without specifying commands? HOT 4
- How to use video texture in HoloJS ?
- Access to RGB camera using Spin app HOT 5
- Immersive Mode
- Sample projects unresponsive to gestures. HOT 2
- HoloJS with HoloLens 2 HOT 7
- This repo is missing important files HOT 2
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