Create 10000 polyline primitives with 2 coordinates, add them in one polyline primitive collection, add the collection to scene.primitives. From their references, change em dynamically with request animation frame. FPS drops to near zero. I guess or I believe there is a problem on polyline primitives’ points setter. 25000 billboards, there are no problems, 60fps, but when you add to polyline primitives into equation, every application created will have low fps and performance issues.
There is a callback property managed by widget or viewer but I am not using viewer. On the other hand even I use it, callback property creates complexity problem when creating software architecture. You should keep references somewhere and shape your application just for cesium’s callbackproperty. You cannot bind container object to that callback property. If you have composite shapes, to be able to manage callback properties, you need to hold your ear with opposite hand unfortunately.
I already used minimum # of polyline primitive collections with many polyline primitives. Cesium is good when you are showing things statically but at high demanding rates like real time visualizations, it starts to lack some features. Creating example with 100000 points, it is okay. Creating example with 100000 moving points with different images + vectors hits the wall.
Any suggestions on improving performance with dynamically changing polyline primitives?
There is an already issue on github, but seems won’t be fixed soon (2017 issue):