threejs-graphics-optimizer by ovachiever/droid-tings
npx skills add https://github.com/ovachiever/droid-tings --skill threejs-graphics-optimizer版本 : 1.0
重点 : THREE.js 和图形应用程序的性能优化
目的 : 在所有设备(包括移动设备)上构建流畅的 60fps 图形体验
目标 : 60 FPS = 每帧 16.67 毫秒
帧预算分解 :
如果超过 16 毫秒 : 帧率下降,出现卡顿。
桌面设备 : 强大的 GPU,大量 VRAM,高像素比
移动设备 : 受限的 GPU,有限的 VRAM,电池顾虑,热节流
设计理念 : 为移动设备优化,为桌面设备扩展(而不是反过来)。
问题 : 每个对象 = 一次绘制调用。1000 个对象 = 1000 次调用 = 慢。
解决方案:几何体合并
// ❌ 不好:100 个立方体需要 100 次绘制调用
for (let i = 0; i < 100; i++) {
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const cube = new THREE.Mesh(geometry, material)
cube.position.set(i * 2, 0, 0)
scene.add(cube)
}
// ✅ 好:通过 InstancedMesh 实现 1 次绘制调用
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const instancedMesh = new THREE.InstancedMesh(geometry, material, 100)
for (let i = 0; i < 100; i++) {
const matrix = new THREE.Matrix4()
matrix.setPosition(i * 2, 0, 0)
instancedMesh.setMatrixAt(i, matrix)
}
instancedMesh.instanceMatrix.needsUpdate = true
scene.add(instancedMesh)
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何时使用 :
当对象远离时渲染更简单的几何体:
const lod = new THREE.LOD()
// 高细节(靠近相机)
const highDetailGeo = new THREE.IcosahedronGeometry(1, 3) // 许多面
const highDetailMesh = new THREE.Mesh(
highDetailGeo,
new THREE.MeshStandardMaterial({ color: 0x00d9ff })
)
lod.addLevel(highDetailMesh, 0) // 距离 0-10
// 中等细节
const medDetailGeo = new THREE.IcosahedronGeometry(1, 1)
const medDetailMesh = new THREE.Mesh(
medDetailGeo,
new THREE.MeshBasicMaterial({ color: 0x00d9ff })
)
lod.addLevel(medDetailMesh, 10) // 距离 10-50
// 低细节(远离相机)
const lowDetailGeo = new THREE.IcosahedronGeometry(1, 0)
const lowDetailMesh = new THREE.Mesh(
lowDetailGeo,
new THREE.MeshBasicMaterial({ color: 0x00d9ff })
)
lod.addLevel(lowDetailMesh, 50) // 距离 50+
scene.add(lod)
// 在渲染循环中更新 LOD
function animate() {
lod.update(camera)
renderer.render(scene, camera)
}
THREE.js 会自动跳过相机视野外的对象。帮助它:
// ❌ 不好:不必要的过大包围体积
mesh.geometry.computeBoundingSphere()
mesh.geometry.boundingSphere.radius = 1000 // 太大了!
// ✅ 好:精确的包围体积
mesh.geometry.computeBoundingSphere() // 使用实际的几何体大小
mesh.geometry.computeBoundingBox()
纹理大小很重要 :
规则 :
使用看起来不错的最小纹理
使用 2 的幂次方尺寸 (512, 1024, 2048)
压缩纹理(使用 basis/KTX2 格式)
const textureLoader = new THREE.TextureLoader()
// ❌ 不好:为小对象加载 4K 纹理 const texture = textureLoader.load('texture-4k.jpg')
// ✅ 好:根据用例使用合适的大小 const texture = textureLoader.load('texture-1k.jpg')
// ✅ 更好:设置适当的过滤 texture.minFilter = THREE.LinearFilter // 无 mipmaps(节省 VRAM) texture.anisotropy = renderer.capabilities.getMaxAnisotropy()
// ✅ 最佳:完成后释放 function cleanup() { texture.dispose() }
/**
* 检测移动设备。
* @returns {boolean}
*/
export function isMobile() {
return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile/i.test(navigator.userAgent)
|| window.innerWidth < 768
}
/**
* 获取设备的最佳像素比。
* @returns {number}
*/
export function getOptimalPixelRatio() {
const mobile = isMobile()
const deviceRatio = window.devicePixelRatio
// 在移动设备上限制像素比以节省性能
return mobile
? Math.min(deviceRatio, 1.5) // 移动设备上最大 1.5 倍
: Math.min(deviceRatio, 2) // 桌面设备上最大 2 倍
}
// 应用到渲染器
renderer.setPixelRatio(getOptimalPixelRatio())
/**
* 为移动设备性能配置渲染器。
*/
function setupMobileOptimizations(renderer, scene, camera) {
const mobile = isMobile()
if (mobile) {
// 禁用昂贵的功能
renderer.shadowMap.enabled = false
renderer.antialias = false
// 降低像素比
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5))
// 更简单的色调映射
renderer.toneMapping = THREE.NoToneMapping
// 移除雾效(昂贵的像素着色器)
scene.fog = null
// 减少光源(昂贵)
// 在移动设备上最多只保留 1-2 个光源
console.log('[移动设备] 已应用性能优化')
} else {
// 桌面设备:启用高质量功能
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.antialias = true
renderer.toneMapping = THREE.ACESFilmicToneMapping
console.log('[桌面设备] 已启用高质量功能')
}
}
/**
* 为低端设备创建带有回退的几何体。
*/
export function createOptimizedGeometry(options = {}) {
const { size = 1, mobile = false } = options
if (mobile) {
// 移动设备的简单几何体
return new THREE.SphereGeometry(size, 8, 8) // 低多边形
} else {
// 桌面设备的详细几何体
return new THREE.IcosahedronGeometry(size, 2) // 高多边形
}
}
// 用法
const mobile = isMobile()
const geometry = createOptimizedGeometry({ size: 1, mobile })
const material = new THREE.MeshBasicMaterial({ color: 0x00d9ff })
const mesh = new THREE.Mesh(geometry, material)
class SceneManager {
constructor() {
this.clock = new THREE.Clock()
this.animationId = null
this.lastFrameTime = 0
this.fps = 60
this.frameInterval = 1000 / this.fps
}
/**
* 主渲染循环,包含增量时间。
*/
animate() {
this.animationId = requestAnimationFrame(() => this.animate())
const now = performance.now()
const delta = now - this.lastFrameTime
// 如果需要,限制到目标 FPS
if (delta < this.frameInterval) return
this.lastFrameTime = now - (delta % this.frameInterval)
// 使用增量时间更新逻辑
const deltaSeconds = this.clock.getDelta()
this.update(deltaSeconds)
// 渲染
this.renderer.render(this.scene, this.camera)
}
/**
* 更新场景对象。
* @param {number} delta - 自上一帧以来的时间(秒)
*/
update(delta) {
// 更新动画、物理等
this.animatedObjects.forEach(obj => {
if (obj.update) obj.update(delta)
})
}
/**
* 清理并停止动画。
*/
dispose() {
if (this.animationId) {
cancelAnimationFrame(this.animationId)
}
}
}
/**
* 仅在场景发生变化时渲染(适用于静态场景)。
*/
class ConditionalRenderer {
constructor(renderer, scene, camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
this.needsRender = true
}
/**
* 标记场景需要重新渲染。
*/
invalidate() {
this.needsRender = true
}
/**
* 仅在需要时渲染。
*/
render() {
if (this.needsRender) {
this.renderer.render(this.scene, this.camera)
this.needsRender = false
}
}
/**
* 与控制器一起使用。
*/
connectControls(controls) {
controls.addEventListener('change', () => this.invalidate())
}
}
// 用法
const conditionalRenderer = new ConditionalRenderer(renderer, scene, camera)
conditionalRenderer.connectControls(controls)
function animate() {
requestAnimationFrame(animate)
controls.update()
conditionalRenderer.render() // 仅在相机移动时渲染
}
/**
* 正确释放 THREE.js 资源。
*/
export function disposeObject(object) {
if (!object) return
// 遍历并释放子对象
object.traverse((child) => {
// 释放几何体
if (child.geometry) {
child.geometry.dispose()
}
// 释放材质
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(material => disposeMaterial(material))
} else {
disposeMaterial(child.material)
}
}
// 释放纹理
if (child.texture) {
child.texture.dispose()
}
})
// 从父级移除
if (object.parent) {
object.parent.remove(object)
}
}
/**
* 释放材质及其纹理。
*/
function disposeMaterial(material) {
material.dispose()
// 释放纹理
Object.keys(material).forEach(key => {
const value = material[key]
if (value && typeof value === 'object' && 'minFilter' in value) {
value.dispose() // 这是一个纹理
}
})
}
class SafeSceneManager {
constructor() {
this.scene = new THREE.Scene()
this.renderer = new THREE.WebGLRenderer()
this.objects = new Set()
}
/**
* 添加对象并跟踪它。
*/
add(object) {
this.scene.add(object)
this.objects.add(object)
}
/**
* 移除并释放对象。
*/
remove(object) {
this.scene.remove(object)
this.objects.delete(object)
disposeObject(object)
}
/**
* 清理所有资源。
*/
dispose() {
// 释放所有跟踪的对象
this.objects.forEach(obj => disposeObject(obj))
this.objects.clear()
// 释放渲染器
this.renderer.dispose()
// 清空场景
this.scene.clear()
}
}
// ❌ 不好:每个对象都使用新材质
for (let i = 0; i < 100; i++) {
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
}
// ✅ 好:共享单个材质
const sharedMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 })
for (let i = 0; i < 100; i++) {
const mesh = new THREE.Mesh(geometry, sharedMaterial)
scene.add(mesh)
}
性能排名(从最快到最慢):
// 移动设备:使用更廉价的材质
const material = isMobile()
? new THREE.MeshBasicMaterial({ color: 0x00d9ff })
: new THREE.MeshStandardMaterial({
color: 0x00d9ff,
roughness: 0.5,
metalness: 0.1
})
// 用于辉光的加法混合(比透明更廉价)
material.blending = THREE.AdditiveBlending
material.transparent = true
material.depthWrite = false // 不写入深度缓冲区
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js'
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js'
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js'
function setupPostProcessing(renderer, scene, camera, mobile) {
const composer = new EffectComposer(renderer)
// 始终添加渲染通道
composer.addPass(new RenderPass(scene, camera))
// 仅在桌面设备上添加辉光
if (!mobile) {
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5, // 强度
0.4, // 半径
0.85 // 阈值
)
composer.addPass(bloomPass)
}
return composer
}
/**
* 对象池,用于重用对象而不是创建/销毁。
*/
class ObjectPool {
constructor(createFn, resetFn) {
this.pool = []
this.createFn = createFn
this.resetFn = resetFn
}
/**
* 从池中获取对象或创建新对象。
*/
acquire() {
if (this.pool.length > 0) {
return this.pool.pop()
}
return this.createFn()
}
/**
* 将对象返回到池中。
*/
release(obj) {
this.resetFn(obj)
this.pool.push(obj)
}
}
// 用法:粒子池
const particlePool = new ObjectPool(
// 创建函数
() => {
const geometry = new THREE.SphereGeometry(0.1)
const material = new THREE.MeshBasicMaterial({ color: 0xffffff })
return new THREE.Mesh(geometry, material)
},
// 重置函数
(particle) => {
particle.position.set(0, 0, 0)
particle.visible = false
}
)
// 生成粒子
const particle = particlePool.acquire()
particle.position.set(Math.random(), Math.random(), Math.random())
particle.visible = true
scene.add(particle)
// 稍后:返回到池中
scene.remove(particle)
particlePool.release(particle)
/**
* 隐藏远离相机的对象。
*/
function updateVisibility(camera, objects, maxDistance = 50) {
const cameraPos = camera.position
objects.forEach(obj => {
const distance = obj.position.distanceTo(cameraPos)
obj.visible = distance < maxDistance
})
}
/**
* 按需加载纹理。
*/
class LazyTextureLoader {
constructor() {
this.loader = new THREE.TextureLoader()
this.cache = new Map()
}
async load(url) {
// 检查缓存
if (this.cache.has(url)) {
return this.cache.get(url)
}
// 加载纹理
return new Promise((resolve, reject) => {
this.loader.load(
url,
(texture) => {
this.cache.set(url, texture)
resolve(texture)
},
undefined,
reject
)
})
}
}
/**
* 简单的 FPS 监视器。
*/
class FPSMonitor {
constructor() {
this.frames = 0
this.lastTime = performance.now()
this.fps = 60
}
update() {
this.frames++
const now = performance.now()
if (now >= this.lastTime + 1000) {
this.fps = Math.round((this.frames * 1000) / (now - this.lastTime))
this.frames = 0
this.lastTime = now
// 如果 FPS 下降则警告
if (this.fps < 30) {
console.warn(`低 FPS: ${this.fps}`)
}
}
}
getFPS() {
return this.fps
}
}
// 用法
const fpsMonitor = new FPSMonitor()
function animate() {
requestAnimationFrame(animate)
fpsMonitor.update()
renderer.render(scene, camera)
}
/**
* 监控 GPU 内存使用情况。
*/
function logMemoryUsage(renderer) {
const info = renderer.info
console.log('GPU 内存:', {
geometries: info.memory.geometries,
textures: info.memory.textures,
programs: info.programs.length,
drawCalls: info.render.calls,
triangles: info.render.triangles
})
}
// 定期调用
setInterval(() => logMemoryUsage(renderer), 5000)
// 检测并记录设备信息
console.log('设备信息:', {
userAgent: navigator.userAgent,
pixelRatio: window.devicePixelRatio,
screen: `${window.screen.width}x${window.screen.height}`,
gpu: renderer.capabilities.getMaxAnisotropy()
})
// 用于测试的功能标志
const ENABLE_SHADOWS = !isMobile()
const ENABLE_BLOOM = !isMobile()
const MAX_PARTICLE_COUNT = isMobile() ? 100 : 500
每周安装量
79
代码仓库
GitHub 星标数
29
首次出现
2026年1月20日
安全审计
安装于
opencode62
codex59
gemini-cli58
github-copilot51
claude-code50
cursor45
Version : 1.0
Focus : Performance optimization for THREE.js and graphics applications
Purpose : Build smooth 60fps graphics experiences across all devices including mobile
Target : 60 FPS = 16.67ms per frame
Frame budget breakdown :
If you exceed 16ms : Frames drop, stuttering occurs.
Desktop : Powerful GPU, lots of VRAM, high pixel ratios
Mobile : Constrained GPU, limited VRAM, battery concerns, thermal throttling
Design philosophy : Optimize for mobile, scale up for desktop (not vice versa).
The Problem : Each object = one draw call. 1000 objects = 1000 calls = slow.
Solution: Geometry Merging
// ❌ Bad: 100 draw calls for 100 cubes
for (let i = 0; i < 100; i++) {
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const cube = new THREE.Mesh(geometry, material)
cube.position.set(i * 2, 0, 0)
scene.add(cube)
}
// ✅ Good: 1 draw call via InstancedMesh
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const instancedMesh = new THREE.InstancedMesh(geometry, material, 100)
for (let i = 0; i < 100; i++) {
const matrix = new THREE.Matrix4()
matrix.setPosition(i * 2, 0, 0)
instancedMesh.setMatrixAt(i, matrix)
}
instancedMesh.instanceMatrix.needsUpdate = true
scene.add(instancedMesh)
When to use :
Render simpler geometry when objects are far away:
const lod = new THREE.LOD()
// High detail (near camera)
const highDetailGeo = new THREE.IcosahedronGeometry(1, 3) // Many faces
const highDetailMesh = new THREE.Mesh(
highDetailGeo,
new THREE.MeshStandardMaterial({ color: 0x00d9ff })
)
lod.addLevel(highDetailMesh, 0) // Distance 0-10
// Medium detail
const medDetailGeo = new THREE.IcosahedronGeometry(1, 1)
const medDetailMesh = new THREE.Mesh(
medDetailGeo,
new THREE.MeshBasicMaterial({ color: 0x00d9ff })
)
lod.addLevel(medDetailMesh, 10) // Distance 10-50
// Low detail (far from camera)
const lowDetailGeo = new THREE.IcosahedronGeometry(1, 0)
const lowDetailMesh = new THREE.Mesh(
lowDetailGeo,
new THREE.MeshBasicMaterial({ color: 0x00d9ff })
)
lod.addLevel(lowDetailMesh, 50) // Distance 50+
scene.add(lod)
// Update LOD in render loop
function animate() {
lod.update(camera)
renderer.render(scene, camera)
}
THREE.js automatically skips objects outside camera view. Help it:
// ❌ Bad: Unnecessarily large bounding volumes
mesh.geometry.computeBoundingSphere()
mesh.geometry.boundingSphere.radius = 1000 // Too large!
// ✅ Good: Accurate bounding volumes
mesh.geometry.computeBoundingSphere() // Uses actual geometry size
mesh.geometry.computeBoundingBox()
Texture size matters :
Rules :
Use smallest textures that look good
Power-of-two dimensions (512, 1024, 2048)
Compress textures (use basis/KTX2 format)
const textureLoader = new THREE.TextureLoader()
// ❌ Bad: Loading 4K texture for small object const texture = textureLoader.load('texture-4k.jpg')
// ✅ Good: Appropriate size for use case const texture = textureLoader.load('texture-1k.jpg')
// ✅ Better: Set appropriate filtering texture.minFilter = THREE.LinearFilter // No mipmaps (saves VRAM) texture.anisotropy = renderer.capabilities.getMaxAnisotropy()
// ✅ Best: Dispose when done function cleanup() { texture.dispose() }
/**
* Detect mobile device.
* @returns {boolean}
*/
export function isMobile() {
return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile/i.test(navigator.userAgent)
|| window.innerWidth < 768
}
/**
* Get optimal pixel ratio for device.
* @returns {number}
*/
export function getOptimalPixelRatio() {
const mobile = isMobile()
const deviceRatio = window.devicePixelRatio
// Cap pixel ratio on mobile to save performance
return mobile
? Math.min(deviceRatio, 1.5) // Max 1.5x on mobile
: Math.min(deviceRatio, 2) // Max 2x on desktop
}
// Apply to renderer
renderer.setPixelRatio(getOptimalPixelRatio())
/**
* Configure renderer for mobile performance.
*/
function setupMobileOptimizations(renderer, scene, camera) {
const mobile = isMobile()
if (mobile) {
// Disable expensive features
renderer.shadowMap.enabled = false
renderer.antialias = false
// Lower pixel ratio
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5))
// Simpler tone mapping
renderer.toneMapping = THREE.NoToneMapping
// Remove fog (expensive pixel shader)
scene.fog = null
// Reduce lights (expensive)
// Keep only 1-2 lights max on mobile
console.log('[Mobile] Performance optimizations applied')
} else {
// Desktop: enable high-quality features
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.antialias = true
renderer.toneMapping = THREE.ACESFilmicToneMapping
console.log('[Desktop] High-quality features enabled')
}
}
/**
* Create geometry with fallback for low-end devices.
*/
export function createOptimizedGeometry(options = {}) {
const { size = 1, mobile = false } = options
if (mobile) {
// Simple geometry for mobile
return new THREE.SphereGeometry(size, 8, 8) // Low poly
} else {
// Detailed geometry for desktop
return new THREE.IcosahedronGeometry(size, 2) // High poly
}
}
// Usage
const mobile = isMobile()
const geometry = createOptimizedGeometry({ size: 1, mobile })
const material = new THREE.MeshBasicMaterial({ color: 0x00d9ff })
const mesh = new THREE.Mesh(geometry, material)
class SceneManager {
constructor() {
this.clock = new THREE.Clock()
this.animationId = null
this.lastFrameTime = 0
this.fps = 60
this.frameInterval = 1000 / this.fps
}
/**
* Main render loop with delta time.
*/
animate() {
this.animationId = requestAnimationFrame(() => this.animate())
const now = performance.now()
const delta = now - this.lastFrameTime
// Throttle to target FPS if needed
if (delta < this.frameInterval) return
this.lastFrameTime = now - (delta % this.frameInterval)
// Update logic with delta
const deltaSeconds = this.clock.getDelta()
this.update(deltaSeconds)
// Render
this.renderer.render(this.scene, this.camera)
}
/**
* Update scene objects.
* @param {number} delta - Time since last frame (seconds)
*/
update(delta) {
// Update animations, physics, etc.
this.animatedObjects.forEach(obj => {
if (obj.update) obj.update(delta)
})
}
/**
* Cleanup and stop animation.
*/
dispose() {
if (this.animationId) {
cancelAnimationFrame(this.animationId)
}
}
}
/**
* Only render when something changed (for static scenes).
*/
class ConditionalRenderer {
constructor(renderer, scene, camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
this.needsRender = true
}
/**
* Mark scene as needing re-render.
*/
invalidate() {
this.needsRender = true
}
/**
* Render only if needed.
*/
render() {
if (this.needsRender) {
this.renderer.render(this.scene, this.camera)
this.needsRender = false
}
}
/**
* Use with controls.
*/
connectControls(controls) {
controls.addEventListener('change', () => this.invalidate())
}
}
// Usage
const conditionalRenderer = new ConditionalRenderer(renderer, scene, camera)
conditionalRenderer.connectControls(controls)
function animate() {
requestAnimationFrame(animate)
controls.update()
conditionalRenderer.render() // Only renders if camera moved
}
/**
* Properly dispose THREE.js resources.
*/
export function disposeObject(object) {
if (!object) return
// Traverse and dispose children
object.traverse((child) => {
// Dispose geometry
if (child.geometry) {
child.geometry.dispose()
}
// Dispose materials
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(material => disposeMaterial(material))
} else {
disposeMaterial(child.material)
}
}
// Dispose textures
if (child.texture) {
child.texture.dispose()
}
})
// Remove from parent
if (object.parent) {
object.parent.remove(object)
}
}
/**
* Dispose material and its textures.
*/
function disposeMaterial(material) {
material.dispose()
// Dispose textures
Object.keys(material).forEach(key => {
const value = material[key]
if (value && typeof value === 'object' && 'minFilter' in value) {
value.dispose() // It's a texture
}
})
}
class SafeSceneManager {
constructor() {
this.scene = new THREE.Scene()
this.renderer = new THREE.WebGLRenderer()
this.objects = new Set()
}
/**
* Add object and track it.
*/
add(object) {
this.scene.add(object)
this.objects.add(object)
}
/**
* Remove and dispose object.
*/
remove(object) {
this.scene.remove(object)
this.objects.delete(object)
disposeObject(object)
}
/**
* Cleanup all resources.
*/
dispose() {
// Dispose all tracked objects
this.objects.forEach(obj => disposeObject(obj))
this.objects.clear()
// Dispose renderer
this.renderer.dispose()
// Clear scene
this.scene.clear()
}
}
// ❌ Bad: New material for each object
for (let i = 0; i < 100; i++) {
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 })
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
}
// ✅ Good: Share single material
const sharedMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 })
for (let i = 0; i < 100; i++) {
const mesh = new THREE.Mesh(geometry, sharedMaterial)
scene.add(mesh)
}
Performance ranking (fastest to slowest):
// Mobile: Use cheaper materials
const material = isMobile()
? new THREE.MeshBasicMaterial({ color: 0x00d9ff })
: new THREE.MeshStandardMaterial({
color: 0x00d9ff,
roughness: 0.5,
metalness: 0.1
})
// Additive blending for glows (cheaper than transparent)
material.blending = THREE.AdditiveBlending
material.transparent = true
material.depthWrite = false // Don't write to depth buffer
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js'
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js'
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js'
function setupPostProcessing(renderer, scene, camera, mobile) {
const composer = new EffectComposer(renderer)
// Always add render pass
composer.addPass(new RenderPass(scene, camera))
// Bloom only on desktop
if (!mobile) {
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5, // strength
0.4, // radius
0.85 // threshold
)
composer.addPass(bloomPass)
}
return composer
}
/**
* Object pool to reuse objects instead of creating/destroying.
*/
class ObjectPool {
constructor(createFn, resetFn) {
this.pool = []
this.createFn = createFn
this.resetFn = resetFn
}
/**
* Get object from pool or create new one.
*/
acquire() {
if (this.pool.length > 0) {
return this.pool.pop()
}
return this.createFn()
}
/**
* Return object to pool.
*/
release(obj) {
this.resetFn(obj)
this.pool.push(obj)
}
}
// Usage: Particle pool
const particlePool = new ObjectPool(
// Create function
() => {
const geometry = new THREE.SphereGeometry(0.1)
const material = new THREE.MeshBasicMaterial({ color: 0xffffff })
return new THREE.Mesh(geometry, material)
},
// Reset function
(particle) => {
particle.position.set(0, 0, 0)
particle.visible = false
}
)
// Spawn particle
const particle = particlePool.acquire()
particle.position.set(Math.random(), Math.random(), Math.random())
particle.visible = true
scene.add(particle)
// Later: Return to pool
scene.remove(particle)
particlePool.release(particle)
/**
* Hide objects far from camera.
*/
function updateVisibility(camera, objects, maxDistance = 50) {
const cameraPos = camera.position
objects.forEach(obj => {
const distance = obj.position.distanceTo(cameraPos)
obj.visible = distance < maxDistance
})
}
/**
* Load textures on demand.
*/
class LazyTextureLoader {
constructor() {
this.loader = new THREE.TextureLoader()
this.cache = new Map()
}
async load(url) {
// Check cache
if (this.cache.has(url)) {
return this.cache.get(url)
}
// Load texture
return new Promise((resolve, reject) => {
this.loader.load(
url,
(texture) => {
this.cache.set(url, texture)
resolve(texture)
},
undefined,
reject
)
})
}
}
/**
* Simple FPS monitor.
*/
class FPSMonitor {
constructor() {
this.frames = 0
this.lastTime = performance.now()
this.fps = 60
}
update() {
this.frames++
const now = performance.now()
if (now >= this.lastTime + 1000) {
this.fps = Math.round((this.frames * 1000) / (now - this.lastTime))
this.frames = 0
this.lastTime = now
// Warn if FPS drops
if (this.fps < 30) {
console.warn(`Low FPS: ${this.fps}`)
}
}
}
getFPS() {
return this.fps
}
}
// Usage
const fpsMonitor = new FPSMonitor()
function animate() {
requestAnimationFrame(animate)
fpsMonitor.update()
renderer.render(scene, camera)
}
/**
* Monitor GPU memory usage.
*/
function logMemoryUsage(renderer) {
const info = renderer.info
console.log('GPU Memory:', {
geometries: info.memory.geometries,
textures: info.memory.textures,
programs: info.programs.length,
drawCalls: info.render.calls,
triangles: info.render.triangles
})
}
// Call periodically
setInterval(() => logMemoryUsage(renderer), 5000)
// Detect and log device info
console.log('Device Info:', {
userAgent: navigator.userAgent,
pixelRatio: window.devicePixelRatio,
screen: `${window.screen.width}x${window.screen.height}`,
gpu: renderer.capabilities.getMaxAnisotropy()
})
// Feature flag for testing
const ENABLE_SHADOWS = !isMobile()
const ENABLE_BLOOM = !isMobile()
const MAX_PARTICLE_COUNT = isMobile() ? 100 : 500
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