threejs-performance
Skill13 starsChanged 7 months agoMITView on GitHub
Optimizes Three.js performance — instancing, draw call reduction, LOD, frustum culling, geometry merging, texture compression, Stats.js profiling, and GPU debugging. Use when the user asks about performance, FPS, draw calls, instancing, optimization, lag, stuttering, or profiling a Three.js scene. Trigger keywords: performance, fps, draw calls, instancing, InstancedMesh, LOD, profiling, optimization, Stats.
We split this skill into the rules it gives an agent
1 rule. 0 are common, 0 are distinctive, and 1 is very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 190
Avoid updating instanceMatrix every frame if only some instances change
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Three.js Performance
Profiling First
import Stats from "three/addons/libs/stats.module.js";
const stats = new Stats();
stats.showPanel(0); // 0=fps, 1=ms, 2=mb
document.body.appendChild(stats.dom);
function animate() {
stats.begin();
// ... render
stats.end();
}Open Chrome DevTools → Performance or install Spector.js for GPU frame capture.
renderer.info exposes draw call counts:
console.log(renderer.info.render); // { calls, triangles, points, lines }
console.log(renderer.info.memory); // { geometries, textures }Instancing (biggest win)
// One draw call for N meshes — critical for particles, trees, buildings
const count = 10000;
const geo = new THREE.SphereGeometry(0.1, 8, 4); // low-poly
const mat = new THREE.MeshStandardMaterial({ color: 0xff8800 });
const mesh = new THREE.InstancedMesh(geo, mat, count);
mesh.castShadow = true;
scene.add(mesh);
const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
dummy.position.set(
(Math.random() - 0.5) * 20,
Math.random() * 5,
(Math.random() - 0.5) * 20,
);
dummy.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, 0);
dummy.scale.setScalar(0.5 + Math.random());
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
}
mesh.instanceMatrix.needsUpdate = true;
// Per-instance color
mesh.setColorAt(i, new THREE.Color(Math.random(), 0.5, 0.5));
mesh.instanceColor.needsUpdate = true;
// Animate instances
function animate() {
// Update specific instances
mesh.getMatrixAt(i, dummy.matrix);
dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.rotation.y += delta;
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
mesh.instanceMatrix.needsUpdate = true;
}Geometry Merging (static scenes)
import { mergeGeometries } from "three/addons/utils/BufferGeometryUtils.js";
const geos = objects.map((obj) => {
const g = obj.geometry.clone();
g.applyMatrix4(obj.matrixWorld); // bake transform into geometry
return g;
});
const merged = mergeGeometries(geos, true); // true = use groups for multi-material
const mesh = new THREE.Mesh(merged, materials);
scene.add(mesh);
// Replaces N draw calls with 1LOD (Level of Detail)
const lod = new THREE.LOD();
const highGeo = new THREE.SphereGeometry(1, 64, 32);
const midGeo = new THREE.SphereGeometry(1, 16, 8);
const lowGeo = new THREE.SphereGeometry(1, 6, 3);
const mat = new THREE.MeshStandardMaterial();
lod.addLevel(new THREE.Mesh(highGeo, mat), 0); // within 0 units
lod.addLevel(new THREE.Mesh(midGeo, mat), 15); // within 15 units
lod.addLevel(new THREE.Mesh(lowGeo, mat), 50); // within 50 units
scene.add(lod);
// Must call in render loop:
function animate() {
lod.update(camera);
renderer.render(scene, camera);
}Frustum Culling
Three.js does frustum culling automatically. Make sure:
mesh.frustumCulled = true; // default true — don't set to false unless needed
geo.computeBoundingSphere(); // required for culling — called automatically on most geo
geo.computeBoundingBox();For InstancedMesh, culling applies to the whole mesh. Use custom culling per-instance for large sparse sets.
Texture Optimization
// Reduce resolution — don't use 4096x4096 unless necessary
// Use 512x512 or 1024x1024 for most objects
// Compress textures (KTX2 / Basis Universal)
import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader()
.setTranscoderPath("/basis/")
.detectSupport(renderer);
// Use .ktx2 textures for GPU-native compression (no CPU decompression)
// Mipmaps — auto-generated, ensure power-of-2 dimensions
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Dispose textures no longer needed
texture.dispose();Material & Draw Call Tips
// Share materials across meshes
const sharedMat = new THREE.MeshStandardMaterial({ color: 0xff0000 });
mesh1.material = sharedMat;
mesh2.material = sharedMat; // same material = same draw call batch (sometimes)
// Avoid per-frame material changes — they break batching
// Use MeshBasicMaterial for UI/billboards that don't need lighting
const uiMat = new THREE.MeshBasicMaterial({ map: texture, transparent: true });
// Avoid transparent objects when possible — they break render order optimization
// Use alphaTest instead of transparent when possible
mat.alphaTest = 0.5;
mat.transparent = false; // faster than transparent: trueRenderer Settings for Performance
// Disable shadows for mobile / low-end
renderer.shadowMap.enabled = false;
// Reduce pixel ratio on high-DPI
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5)); // instead of 2
// Disable antialias if not needed
// new THREE.WebGLRenderer({ antialias: false })
// Use half-precision for render targets when possible
// renderTarget = new THREE.WebGLRenderTarget(w, h, { type: THREE.HalfFloatType })
// Dispose everything when tearing down
renderer.dispose();
renderer.forceContextLoss();Common Gotchas
- Each unique material = one shader program = overhead at first render
mesh.visible = falsestill costs a draw call check — usescene.remove(mesh)for long-lived invisible objects- Avoid updating
instanceMatrixevery frame if only some instances change - Skinned meshes (with bones) can't be instanced with standard InstancedMesh — use custom approach
renderer.info.render.callsresets each frame — read it after render, not before
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 2
- caucy2026/skills★ 1100% same
- FkennedyFox/claude-skills★ 0100% same
Wrote their own version · 2
- CloudAI-X/threejs-skills★ 3.7ksame name
- vibe-coding-era/skills★ 2same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- skills/llms.txtllms.txt
- threejs-animationSkill
- threejs-audioSkill
- threejs-cameraSkill
- threejs-coreSkill
- threejs-geometrySkill
- threejs-lightingSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-physicsSkill
- threejs-postprocessingSkill
- threejs-reactSkill
- threejs-shadersSkill
- threejs-xrSkill
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

