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Version: v7.x

Performance Tips


  • Only optimize when you need to! PixiJS can handle a fair amount of content off the bat
  • Be mindful of the complexity of your scene. The more objects you add the slower things will end up
  • Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
  • Some older mobile devices run things a little slower. Passing in the option useContextAlpha: false and antialias: false to the Renderer or Application can help with performance
  • Culling is disabled by default as it's often better to do this at an application level or set objects to be cullable = true. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance


  • Use Spritesheets where possible to minimize total textures
  • Sprites can be batched with up to 16 different textures (dependent on hardware)
  • This is the fastest way to render content
  • On older devices use smaller low resolution textures
  • Add the extention @0.5x.png to the 50% scale-down spritesheet so PixiJS will visually-double them automatically
  • Draw order can be important


  • Graphics objects are fastest when they are not modified constantly (not including the transform, alpha or tint!)
  • Graphics objects are batched when under a certain size (100 points or smaller)
  • Small Graphics objects are as fast as Sprites (rectangles, triangles)
  • Using 100s of graphics complex objects can be slow, in this instance use sprites (you can create a texture)


  • Textures are automatically managed by a Texture Garbage Collector
  • You can also manage them yourself by using texture.destroy()
  • If you plan to destroy more than one at once add a random delay to their destruction to remove freezing
  • Delay texture destroy if you plan to delete a lot of textures yourself


  • Avoid changing it on every frame as this can be expensive (each time it draws to a canvas and then uploads to GPU)
  • Bitmap Text gives much better performance for dynamically changing text
  • Text resolution matches the renderer resolution, decrease resolution yourself by setting the resolution property, which can consume less memory


  • Masks can be expensive if too many are used: e.g., 100s of masks will really slow things down
  • Axis-aligned Rectangle masks are the fastest (as the use scissor rect)
  • Graphics masks are second fastest (as they use the stencil buffer)
  • Sprite masks are the third fastest (they uses filters). They are really expensive. Do not use too many in your scene!


  • Release memory: displayObject.filters = null
  • If you know the size of them: displayObject.filterArea = new PIXI.Rectangle(x,y,w,h). This can speed things up as it means the object does not need to be measured
  • Filters are expensive, using too many will start to slow things down!


  • Different blend modes will cause batches to break (de-optimize)
  • SceenSprite / NormalSprite / SceenSprite / NormalSprite would be 4 draw calls
  • SceenSprite / SceenSprite / NormalSprite / NormalSprite would be 2 draw calls


  • Setting to true turns an object into a Sprite by caching it as a Texture
  • It has a one time cost when it is activated as it draws the object to a Texture
  • Avoid changing this on elements frequently
  • If you have a complicated item that has lots of sprites / filters AND does not move then this will speed up rendering!
  • Do not need apply to sprites as they are already Textures
  • Do not use if the object where its children are constantly changing as this will slow things down


  • If an object has no interactive children use interactiveChildren = false. The event system will then be able to avoid crawling through the object
  • Setting hitArea = new PIXI.Rectangle(x,y,w,h) as above should stop the event system from crawling through the object