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Here is the testing script
I kept the total data points fixed, and tested different combinations of amount of traces and amount of data points per trace:
You could see that 5000 traces needs 17 seconds to render even it only renders 5000 markers in total. But for the case of only 1 trace, scattergl could use that 17 seconds to render over 10 million markers!
And by looking into the code I found that for each trace we created a Scene2D and a Shader, which get the shader reference and rebuild program. Is there anything we can optimize here?
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