6.5 KiB
6.5 KiB
Performance Optimization
Techniques for fast, smooth 3D experiences.
Instancing
Render many copies of same geometry efficiently:
// Instead of creating 10,000 individual meshes
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const mesh = new THREE.InstancedMesh(geometry, material, 10000);
// Set transforms for each instance
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3(1, 1, 1);
for (let i = 0; i < 10000; i++) {
position.set(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
rotation.set(
Math.random() * Math.PI,
Math.random() * Math.PI,
Math.random() * Math.PI
);
quaternion.setFromEuler(rotation);
matrix.compose(position, quaternion, scale);
mesh.setMatrixAt(i, matrix);
}
mesh.instanceMatrix.needsUpdate = true;
scene.add(mesh);
// Per-instance colors
mesh.instanceColor = new THREE.InstancedBufferAttribute(
new Float32Array(10000 * 3),
3
);
for (let i = 0; i < 10000; i++) {
mesh.setColorAt(i, new THREE.Color(Math.random(), Math.random(), Math.random()));
}
Level of Detail (LOD)
Switch between detail levels based on distance:
const lod = new THREE.LOD();
// High detail (close)
const geometryHigh = new THREE.IcosahedronGeometry(10, 4);
const meshHigh = new THREE.Mesh(geometryHigh, material);
lod.addLevel(meshHigh, 0);
// Medium detail
const geometryMed = new THREE.IcosahedronGeometry(10, 2);
const meshMed = new THREE.Mesh(geometryMed, material);
lod.addLevel(meshMed, 50);
// Low detail (far)
const geometryLow = new THREE.IcosahedronGeometry(10, 0);
const meshLow = new THREE.Mesh(geometryLow, material);
lod.addLevel(meshLow, 100);
scene.add(lod);
// Update LOD in animation loop
function animate() {
lod.update(camera);
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
Frustum Culling
Automatic - objects outside camera view aren't rendered.
// Force disable for specific object
object.frustumCulled = false;
// Manually test if in view
const frustum = new THREE.Frustum();
const cameraViewProjectionMatrix = new THREE.Matrix4();
cameraViewProjectionMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
frustum.setFromProjectionMatrix(cameraViewProjectionMatrix);
if (frustum.intersectsObject(object)) {
// Object is visible
}
Geometry Optimization
// Merge geometries (reduce draw calls)
import { mergeGeometries } from 'three/addons/utils/BufferGeometryUtils.js';
const geometries = [geom1, geom2, geom3];
const mergedGeometry = mergeGeometries(geometries);
const mesh = new THREE.Mesh(mergedGeometry, material);
// Dispose old geometries
geometries.forEach(g => g.dispose());
// Simplify geometry
import { SimplifyModifier } from 'three/addons/modifiers/SimplifyModifier.js';
const modifier = new SimplifyModifier();
const simplified = modifier.modify(geometry, Math.floor(geometry.attributes.position.count * 0.5));
Texture Optimization
// Use appropriate sizes (power of 2)
// 512x512, 1024x1024, 2048x2048
// Compress textures
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
// Use mipmaps (auto-generated by default)
texture.generateMipmaps = true;
// Appropriate filtering
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;
// Anisotropic filtering (balance quality/performance)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Dispose unused textures
texture.dispose();
Material Sharing
// Share materials between meshes (reduce memory)
const sharedMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const mesh1 = new THREE.Mesh(geometry1, sharedMaterial);
const mesh2 = new THREE.Mesh(geometry2, sharedMaterial);
const mesh3 = new THREE.Mesh(geometry3, sharedMaterial);
Shadow Optimization
// Reduce shadow map resolution
light.shadow.mapSize.width = 1024; // instead of 2048
light.shadow.mapSize.height = 1024;
// Limit shadow camera frustum
light.shadow.camera.near = 0.5;
light.shadow.camera.far = 50; // only cast shadows within this range
light.shadow.camera.left = -10;
light.shadow.camera.right = 10;
// Use fewer shadow-casting objects
object.castShadow = false; // for distant/small objects
object.receiveShadow = false; // for objects that don't need shadows
// Cheaper shadow type
renderer.shadowMap.type = THREE.PCFShadowMap; // instead of PCFSoftShadowMap
Render Target Optimization
// Lower resolution for post-processing
const renderTarget = new THREE.WebGLRenderTarget(
window.innerWidth * 0.5, // half resolution
window.innerHeight * 0.5
);
// Appropriate pixel format
renderTarget.texture.format = THREE.RGBAFormat;
renderTarget.texture.type = THREE.UnsignedByteType;
// Dispose when done
renderTarget.dispose();
Object Pooling
// Reuse objects instead of creating/destroying
class ObjectPool {
constructor(factory, initialSize) {
this.factory = factory;
this.pool = [];
for (let i = 0; i < initialSize; i++) {
this.pool.push(factory());
}
}
get() {
return this.pool.length > 0 ? this.pool.pop() : this.factory();
}
release(obj) {
this.pool.push(obj);
}
}
const bulletPool = new ObjectPool(() => {
return new THREE.Mesh(bulletGeometry, bulletMaterial);
}, 100);
// Use
const bullet = bulletPool.get();
scene.add(bullet);
// Return when done
scene.remove(bullet);
bulletPool.release(bullet);
Monitoring Performance
// FPS counter
const stats = new Stats();
document.body.appendChild(stats.dom);
function animate() {
stats.begin();
// ... rendering
stats.end();
requestAnimationFrame(animate);
}
// Renderer info
console.log(renderer.info);
// Shows: geometries, textures, programs, calls, triangles, points, lines
// GPU timing
const query = renderer.extensions.get('EXT_disjoint_timer_query_webgl2');
General Best Practices
- Limit draw calls (merge geometries, use instancing)
- Reduce polygon count (LOD, simplification)
- Optimize textures (compression, appropriate sizes)
- Share materials and geometries
- Use frustum culling
- Limit number of lights (3-5 max)
- Avoid transparent materials when possible
- Use object pooling for frequently created/destroyed objects
- Profile with browser DevTools
- Test on target devices
- Use WebGL 2 features when available