performance.regress based on FPS? #733
funwithtriangles
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Can
performance.regress
(or perhapsperformance.current
) be based on FPS? Most of the time my users don't need a pixelated canvas but if they are running low powered hardware on a particularly complex scene, I'd love this feature to kick in. From my understanding,performance.current
is manually set by usingperformance.regress
and is not tied to the current performance of the machine (e.g. FPS).Has anyone ever achieved good results by regressing based on the user's FPS? Or some other metric? I can see this being achieved in one of two ways:
performance.current
respond to the user's FPS. If they're using a very powerful machine, this value will always steadily remain at 1, regardless ofperformance.regress
being called or notperformance.regress
is called by checking the user's FPS. If it's below a certain threshold, then only callperformance.regress
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