Performance of Continually Updating a Mesh Over Time

Godot Version

4.3

Question

Hello!
I’m trying to stream a .glb file over the network over time for a cool 3D-viewer experience as some practice in 3D model construction & network protocols in Godot, and I’ve gotten to a point where I am a bit over my depths :')

I’ve managed to use SurfaceTool to be able to add vertices & indices as data is streamed in which is great, but something im starting to notice is how non-performant larger 3D models are, despite being the same .glb file as if i were to go through the godot route of importing the same model.

I’m predominantly asking if anyone has any tips/pointers/resources I could have that’d help me be able to build a model over-time that doesn’t slowly tank the engine’s FPS for larger face-count models (for example, ~500,000 faces is my current best before getting SPF instead FPS on my PC).
If Godot’s importing is a more one-and-done “when everything is there” kind of thing, i’d love to be told that too so i can place this idea to rest :))

thanks so much!
- ramar

Hi,
can you describe your method (which is too slow) of mesh construction by now? What are the steps you make? How do you read the glb?