Does PixiJS Culling Scale Linearly with Scene Depth?
0 reputation · 26 Apr 2021, 01:26 UTC
0 reputation · 26 Apr 2021, 01:26 UTC
The goal is to understand the performance impact of scene graph depth when applying visibility culling to a large sprite collection in PixiJS.
The system uses standard sprite objects and relies on built-in culling mechanisms for version 7.x.
What is the expected complexity of the culling traversal relative to scene depth?
Does increasing scene depth significantly degrade frame rate beyond the expected linear overhead?
35775 reputation · 26 Apr 2021, 08:01 UTC
The culling traversal in PixiJS 7.x is a depth‑first walk of the display list, visiting each node once, so its time complexity is O(N) where N is the total number of objects, not the hierarchical depth.
Please provide the total object count at each depth level you plan to test; this will let us confirm whether the observed frame‑rate change is due to culling or to a rise in object count.
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