Remember, the focus on this Pixi release is for now not really to improve performance - though it would be a nice side effect, because as explained by Arthuro555 there are a bunch of performance improvements that can make rendering with Pixi.js very fast.
Performance is a complex topic, it can be:
- rendering performance
- collision handling… and how much collision check you’re doing
- how much objects you’re moving (needing to update their collision masks)
- how much object are animated
- how much conditions/variables check/etc you’re running on objects that are actually offscreen.
What could be useful is if you make a simple example that seems to under-perform - at this point we could look at if there is something that is clearly sub optiomal in the game engine. The game engine is itself not super complex.
Here we’re just testing that upgrading Pixi does not break your games
What I think would be useful, and it’s a point where GDevelop could be better, is to give you tools to understand why things are slow. The profiler is very basic. I’m thinking of adding better instrumentation of the games to warn when too much work is done (events using too much objects, collisions taking too much time, physics, too much rendering of objects, too much effects). Whatever the performance of the game engine is, you will always easily make it break if you’re not aware you’ve done something that is too resource intensive (I wonder how many games are creating tons of objects and never deleting them, or making stuff happen outside of the screen while it could be avoided)