Currently the issue happens if user runs orb.view.render() within the high volume event like OrbEventType.MOUSE_MOVE, e.g.
orb.events.on(OrbEventType.MOUSE_MOVE, (event) => {
// Do something
orb.view.render();
});
The render call by the user will affect the performance because it is an additional render call to the internal rendering. There should be a way to define FPS (frame per second) where the rendering engine would throttle rendering calls in order to satisfy defined FPS.
Currently the issue happens if user runs
orb.view.render()
within the high volume event likeOrbEventType.MOUSE_MOVE
, e.g.The
render
call by the user will affect the performance because it is an additional render call to the internal rendering. There should be a way to define FPS (frame per second) where the rendering engine would throttle rendering calls in order to satisfy defined FPS.