Optimizing Performance
This page will outline a few scenarios where you may be able to optimize performance of your application. Svelte and Pixi are very performant so you won’t have to think about it too much but they still have their limits!
Rendering Lots of Components
You may find yourself needing to render and update many components at once. Take the app on the homepage, for example. If we were to recreate this, we might imagine every Star as a <Sprite />
component that receives props every frame.
<script> import * as PIXI from 'pixi.js' import { Sprite, onTick } from 'svelte-pixi' import FPS from '../_/FPS.svelte' const width = 400 const height = 400 const speed = 0.025 const fov = 20 const starSize = 0.05 let cameraZ = 0 let amount = 100 // create an array describing each star's initial position $: stars = new Array(amount).fill(null).map(() => { const deg = Math.random() * Math.PI * 2 const distance = Math.random() * 50 + 1 return ({ x: Math.cos(deg) * distance, y: Math.sin(deg) * distance, z: Math.random() * 1000 + 750 }) }) // move the camera forward onTick(delta => { cameraZ += delta * 10 * speed }) </script> {#each stars as star} <!-- calculate new position based on cameraZ --> {@const z = star.z - cameraZ} {@const distance = Math.max(0, (2000 - (z)) / 2000) } <Sprite texture={PIXI.Texture.from('/assets/star.png')} anchor={{ x: 0.5, y: 0.7 }} scale={{ x: distance * starSize, y: distance * starSize }} x={star.x * (fov / z) * width + width / 2} y={star.y * (fov / z) * width + height / 2} /> {/each} <FPS /> <label> <span>Amount: {amount}</span> <input type="range" min="0" max="10000" step="100" bind:value={amount}/> </label>
Notice how the performance sharply drops as you increase the amount of stars with the slider. Not great is it? There are a few reasons why:
Updating props for thousands of components is slow. Even if these were HTML elements, it would be just as bad. At this scale it’s always best to mutate the underlying Pixi instances (in this case, the sprites).
Mounting/unmounting thousands of components is slow. If you pay close attention you’ll notice a significant stutter when moving the slider up/down at the higher values.
Let’s take another approach by using Pixi a bit more directly:
<script> import * as PIXI from 'pixi.js' import { Sprite, onTick, Container } from 'svelte-pixi' import { onMount } from 'svelte' import FPS from '../_/FPS.svelte' const width = 400 const height = 400 const speed = 0.025 const fov = 20 const starSize = 0.05 let container let cameraZ = 0 let amount = 5000 let stars = [] // create stars for amount value $: { // destroy previous stars if amount was changed stars.forEach(star => star.destroy()) // create stars if (container) { stars = new Array(amount).fill(null).map(() => { // we're going to manually create our Sprite instances this time const star = new PIXI.Sprite(PIXI.Texture.from('/assets/star.png')) const deg = Math.random() * Math.PI * 2 const distance = Math.random() * 50 + 1 // these are custom values that we'll use in the updateStar function star.initX = Math.cos(deg) * distance star.initY = Math.sin(deg) * distance star.initZ = Math.random() * 1000 + 750 star.x = star.initX star.y = star.initY star.z = star.initZ updateStar(star) return star }) if (stars.length) { container.addChild(...stars) } } } // instead of updating these values as props we'll mutate them on the star instances function updateStar(star) { const z = star.z - cameraZ const distance = Math.max(0, (2000 - (z)) / 2000) star.scale.set(distance * starSize) star.anchor.set(0.5, 0.7) star.x = star.initX * (fov / z) * width + width / 2 star.y = star.initY * (fov / z) * width + height / 2 } // move the camera forward onTick(delta => { cameraZ += delta * 10 * speed stars.forEach(updateStar) }) onMount(() => { // since we created the stars manually we'll // need to destroy stars on unmount as well return () => { stars.forEach(star => star.destroy()) } }) </script> <FPS /> <Container bind:instance={container} /> <label> <span>Amount: {amount}</span> <input type="range" min="0" max="10000" step="100" bind:value={amount}/> </label>
Performance is much better now and there’s hardly any stutter when adding/removing stars.
If you wanted to squeeze out a bit more you could use a ParticleContainer instead of a regular Container
.
Render on Demand
Pixi applications typically render at 60 frames per second (or higher if the user’s screen has a higher refresh rate). This is perfectly fine and most WebGL apps function this way, but it could be wasteful to keep rendering if everything in your scene has stopped moving or animating. In which case it would be better to only render when our components have actually updated (e.g. after user interaction).
You can set render="demand"
on the Application
component to opt into this behaviour:
<script> import { onMount } from 'svelte' import { Text, Application } from 'svelte-pixi' import DraggableCircle from '$lib/site/DraggableCircle.svelte' </script> <Application width={400} height={400} antialias render="demand" on:postrender={() => console.log('render')} > <Text x={200} y={300} text="Click and drag" style={{ fill: 'white' }} anchor={0.5} /> <DraggableCircle x={200} y={200} /> </Application>
If you are using the Renderer
component, see this example.
Triggering Renders Manually
Every Svelte Pixi component will automatically trigger renders when they are updated when rendering on demand. If you are mutating Pixi instances directly or adding functionality to a base component you will need to mark that an update is required manually.
<script>
import { Sprite, getRenderer, onTick } from 'svelte-pixi'
// gets the underlying Renderer component from Application
const { invalidate } = getRenderer()
let sprite
let moving = true
// we can still use the ticker!
onTick((delta) => {
if (sprite && moving) {
sprite.x += 5 * delta
if (sprite.x > 200) {
moving = false
}
invalidate()
}
})
</script>
<Sprite bind:instance={sprite} {...$$restProps} />
<!-- CustomSprite.svelte -->
<script>
import { Sprite, getRenderer, onTick } from 'svelte-pixi'
import { afterUpdate } from 'svelte'
// imagine we have a custom Sprite class that extends PIXI.Sprite
import CustomSprite from '../CustomSprite.js'
export let customProp
export let customProp2
const { invalidate } = getRenderer()
let sprite = new CustomSprite()
// apply our custom props
$: sprite.customProp = customProp
$: sprite.customProp2 = customProp2
// svelte will run this whenever this component's props or state changes
afterUpdate(() => {
invalidate()
})
</script>
<Sprite instance={sprite} {...$$restProps} />