Summary
When condensed down to an outline form, it may not seem like we covered a whole lot of ground in this chapter, but nothing could be further from the truth! Sure, there has been little to no mention of many important areas of performance optimization and measurement. We’ve covered nothing about the use of Octtrees to speed up collisions and mesh selection (https://doc.babylonjs.com/divingDeeper/scene/optimizeOctrees), toggling various convenience caches to reduce memory footprints (https://doc.babylonjs.com/divingDeeper/scene/reducingMemoryUsage), or any other of the almost two-dozen specific optimization heuristics (https://doc.babylonjs.com/divingDeeper/scene/optimize_your_scene) that constitute “low-hanging fruit” areas for improvement. That’s OK, though. This book’s title starts with Going the Distance, not Plumbing the Depths, and we can always detour into those details in the Second Edition (should there ever be one!).
What we have...