Performance best practices for frequent data updates + working with static and realtime datasets #6869
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My company is working with deck.gl but we have encountered some bottlenecks that I feel have to be more the fault of my implementation than any limitations of the library. Brief overview: we have multiple large datasets, each consisting of 1000s of points We are thinking about refactoring and only sending points that are within view given the map lat/long coordinates. At further zoomed out levels we would do some data smoothing so that given a particular number of pixels available we only send what would occupy a single pixel and achieve the visual representation without excess. Would you recommend this approach, or is this unnecessary?Other questions: Is there an upper limit to how large of a dataset(s) you can work with when updating at a regular interval?Is it more performant to have lots of layers with small datasets (point per layer), or one layer with a large dataset, or does it make no difference?In a scenario where the data is static, would it be better to opt for a single layer? |
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Run time performance is browser/hardware bound, but low thousands should not have a visible overhead. If you haven't, check out these documentations: |
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TileLayeris for this exact purpose.Run time performance is browser/hardware bound, but low thousands should not have a visible overhead. If you haven't, check out these documentations: