threejs-perf

Three.js performance optimization patterns for draw calls, scene traversal, and instancing. Use when optimizing 3D scenes with 100+ repeated objects, thousands of moving entities, or draw calls above 500. Loaded by threejs-game, viral-game, and make-game for performance guidance.

By playableintelligence · 509 installs

npx skills add playableintelligence/game-creator --skill threejs-perf

Source repository · Upstream listing

Three.js Performance Optimization Performance patterns for Three.js games, backed by measured before/after numbers on Three.js r183 (headless Chromium via Playwright, Apple M1 Pro, software WebGL). Reference Files instancing static.md — InstancedMesh for large static repeated objects (19,600 → 1 draw call) instancing moving.md — Flat state buffer + batched InstancedMesh writes for moving entities (8,000 entities) templates/ — Baseline vs optimized reference implementations for each pattern When to Use This Skill Scene has 100+ repeated objects sharing geometry/material Draw calls exceed 500 and frame time is unstable Thousands of moving entities need per frame transform updates Profile shows scene graph traversal as a bottleneck When NOT to Use Object count is low (<50 unique meshes) — simpler code wins Every object needs unique materials/shaders that defeat batching Geometry differs enough that instancing provides no batching benefit Pattern 1: Instancing Large Static Object Sets Problem : Forests, debris, decorations as individual Meshes = unnecessary draw calls. Solution : One InstancedMesh per shared geometry+material combo. Evidence : ~19,365 → 2 draw calls. Render CPU p95: 28.5ms → 0.5ms (~57× faster). Build: 39.4ms → 3.9ms. See instancing static.md . Pattern 2: Moving Entity Update Loops Problem : Thousands of moving actors as individual Meshes = scene graph churn + transform propagation. Solution : Flat entity state buffer + batched InstancedMesh.setMatrixAt() writes. Evidence : 8,000 → 1 draw calls. Render CPU p95: 9.9ms → 0.5ms (~20× faster). Update loop p95: 1.4ms → 0.3ms. See instancing moving.md . Decision Tree Measured Results Headless Chromium 147 via Playwright, Three.js r183, Apple M1 Pro, 30 warmup + 180 sample frames, median of 3 runs. Scenario Metric Baseline Optimized Improvement Static World (19.6k cubes) Draw calls ~19,365 2 ~9,682× Static World (19.6k cubes) Render CPU p95 28.5ms 0.5ms ~57× Static World (19.6k cubes) Build 39.4ms 3.9ms ~10× Moving Entities (8k wave field) Draw calls 8,000 1 8,000× Moving Entities (8k wave field) Render CPU p95 9.9ms 0.5ms ~20× Moving Entities (8k wave field) Update loop p95 1.4ms 0.3ms ~4.7× Methodology notes CPU side metrics are the trustworthy signal. Draw calls, render CPU p95, update loop, and build time reliably show the 1–2 order of magnitude win. FPS and frame time p95 are unreliable in headless Chromium. Playwright's bundled Chromium uses SwiftShader (software WebGL), which bottlenecks on fragment shading of ~90 MB of visible geometry regardless of draw call count. On real hardware WebGL, the FPS gap would be substantially larger — baseline would drop to single digit FPS under real fill, and optimized would hit vsync cleanly. A benchmark passes if draw calls decreased and render CPU p95 did not regress.