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  1. While it can vary on different GPUs and drivers, our past testing rendering with GL.POINTS did not provide performance benefits. It may be that you are fragment shader bound and that reducing the radius of points helps.
  2. While you can do numerous hacks such as the ones you suggest to push the limit a little bit, the ultimate solution that scales to any size point cloud is to tile your cloud (e.g. into 3D tiles) and render it using the 3D tile layer.

For 3D tiling, you'd need to research tiling tools. Cesium has the ION service which is excellent if that is an option. There was an effort to build an open source point cloud tiler in loaders.gl but the maintainer moved on and I am not sure …

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@ibgreen
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@NataliaDSmirnova
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@Hutch07
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@wiesehahn
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@ibgreen
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Answer selected by NataliaDSmirnova
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