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Rendering ships with MeshObjectRender() is still the performance bottleneck despite using buffers. The buffers are regenerated on every frame which is definitely far from ideal. Cache and reuse the buffers as much as possible.
The text was updated successfully, but these errors were encountered:
Rendering ships with MeshObjectRender() is still the performance bottleneck despite using buffers. The buffers are regenerated on every frame which is definitely far from ideal. Cache and reuse the buffers as much as possible.
The text was updated successfully, but these errors were encountered: