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And IO operations with Float32Array are 2xFASTER than usual Array. Array wins only in creation of new objects (arrays). But if we create needed data (preallocated) before main render loop (cycle) then Float32Array is big win.
Summary
So I want to say author should not remove support of Float32Array and still use approach available now: default is Float32Array but you can change it by method glMatrix.setMatrixArrayType(Array)
The text was updated successfully, but these errors were encountered:
And IO operations with Float32Array are 2xFASTER than usual Array. Array wins only in creation of new objects (arrays). But if we create needed data (preallocated) before main render loop (cycle) then Float32Array is big win.
Summary
So I want to say author should not remove support of Float32Array and still use approach available now: default is Float32Array but you can change it by method glMatrix.setMatrixArrayType(Array)
When I run your benchmark suite on my computer (Windows - Chrome 129) the Array beats the TypedArray in all tests except for sort.
TL;DR
Float32Array
is faster for IO operations than usualArray
. Only creation of new objects is slower forFloat32Array
.Measurements
I saw issues there about complains of performance and I did recent clean and exact measurements about casual
Array
vsFloat32Array
:https://www.measurethat.net/Benchmarks/Show/30129/3/array-vs-float32array-performance-test
And IO operations with
Float32Array
are2x
FASTER than usualArray
.Array
wins only in creation of new objects (arrays). But if we create needed data (preallocated) before main render loop (cycle) thenFloat32Array
is big win.Summary
So I want to say author should not remove support of
Float32Array
and still use approach available now: default isFloat32Array
but you can change it by methodglMatrix.setMatrixArrayType(Array)
The text was updated successfully, but these errors were encountered: