src/__docs__/concepts/performance-tips.md
This page collects practical advice for improving frame rate and reducing memory usage in PixiJS applications. Start with the General section; the rest are organized by feature area. Profile before optimizing; PixiJS handles a lot of content well out of the box.
sprite / sprite / graphic / graphic produces 2 draw calls, while sprite / graphic / sprite / graphic produces 4, because each type change breaks the batchbackgroundAlpha: 1 and antialias: false to the Renderer or Application can help with performancecullable = true. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance@0.5x.png to the 50% scale-down spritesheet so PixiJS will visually-double them automaticallytexture.source.unload() or Assets.unload()resolution property, which can consume less memorycontainer.filters = nullcontainer.filterArea = new Rectangle(x,y,w,h). This can speed things up as it means the object does not need to be measuredScreen / Normal / Screen / Normal = 4 draw callsScreen / Screen / Normal / Normal = 2 draw callsinteractiveChildren = false. The event system will then be able to avoid crawling through the objecthitArea = new Rectangle(x, y, w, h) on a container tells the event system to use that rectangle for hit testing instead of recursively checking all children