I’ve seen this topic discussed previously, but I couldn’t find a final answer to that: why does my game, when set to WEBGL type, see its performance dramatically affected?
I am talking about 60 fps with CANVAS, 32 fps with WEBGL.
Is it something that I should expect, because it is “normal”, or it depends on my code?
Is anyone able to run a fairly complex game running with WEBGL in fullscreen at 60 fps? Or is it impossible?
Generally in WebGL mode you have to utilize Batching feature to show many gameobjects with good performance.
if you can share more performance, I’ll might be able to help more and find bottleneck
here’s the article that might be able to help: Advanced Rendering Tutorial: Part 2 - Multi Texture Batching - Learn - Phaser.
in general to use advantages of Batching you should render gameObjects which are using same texture in sequence. to further enhance this behavior use spritesheets or texture atlases instead of loading different images separately