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Viewer auto suspend rendering when scene is idle #15864
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Viewer auto suspend rendering when scene is idle #15864
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/15864/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15864/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15864/merge#BCU1XR#0 |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
If it's of any help regarding the camera movement, I've had a similar issues with camera implementations previously (non-Babylon) when trying to achieve the same thing (render only on change), and the culprit was using lerp/mix functions. |
I did some tests with WebGPU but I couldn't reproduce problem #2. I'll try again later, after I've done a PR to fix the morph problems I'm experiencing by testing the |
This PR adds support for suspending rendering when the scene is idle (e.g. nothing is changing from frame to frame, and the same exact pixels would be rendered repeatedly). The idea is to reduce resource pressure and not destroy the battery on a mobile device.
I have two problems remaining for this PR:
y
value of the position has a difference of .000000000001). This makes_isSynchronizedProjectionMatrix
return true every frame. I don't think this has anything to do with my PR, I think this is a pre-existing bug that we just don't notice. Since it is hard to repro, I haven't been able to figure out what causes it yet.For now, I will put this PR in draft.