threejs-errors-performance

Installation
SKILL.md

threejs-errors-performance

Performance Diagnosis Flowchart

Scene is slow / low FPS
├─ Check renderer.info.render.calls
│  ├─ > 200 draw calls ──────────────── Go to: Draw Call Optimization
│  └─ < 200 draw calls
├─ Check renderer.info.memory
│  ├─ geometries/textures growing ──── Go to: Memory Leak Diagnosis
│  └─ stable counts
├─ Check renderer.info.render.triangles
│  ├─ > 2M triangles ────────────────── Go to: Geometry Optimization (LOD, merge)
│  └─ < 2M triangles
├─ Check GPU load (DevTools Performance tab)
│  ├─ GPU-bound (long GPU tasks) ───── Go to: Shader / Material Optimization
│  └─ CPU-bound (long JS tasks) ────── Go to: CPU Optimization
└─ Check Stats.js memory panel
   ├─ JS heap growing ─────────────── Go to: JavaScript Object Leaks
   └─ Heap stable ──────────────────── Profile specific bottleneck

Quick Reference

renderer.info: Your First Diagnostic Tool

import * as THREE from 'three';

// ALWAYS check renderer.info when diagnosing performance
console.log(renderer.info.render);
// { calls: number, triangles: number, points: number, lines: number, frame: number }

console.log(renderer.info.memory);
// { geometries: number, textures: number }

console.log(renderer.info.programs);
// Array of compiled shader programs (length = unique material combinations)

Rule: If renderer.info.memory.geometries or renderer.info.memory.textures grows continuously over time, you have a memory leak. ALWAYS monitor these values during development.

Stats.js: FPS and Memory Monitoring

import Stats from 'three/addons/libs/stats.module.js';

const stats = new Stats();
stats.showPanel(0); // 0 = FPS, 1 = MS per frame, 2 = MB heap
document.body.appendChild(stats.dom);

function animate() {
  stats.begin();
  renderer.render(scene, camera);
  stats.end();
  requestAnimationFrame(animate);
}

Performance Budgets

Metric Target (60 FPS) Warning Critical
Draw calls < 100 100-500 > 500
Triangles < 1M 1M-3M > 3M
Textures (GPU) < 50 50-200 > 200
Shader programs < 20 20-50 > 50
Frame time < 16.6ms 16.6-33ms > 33ms

Memory Management: Disposal Rules

What MUST Be Disposed

Three.js allocates GPU resources that are NOT automatically garbage collected by JavaScript. ALWAYS dispose these manually:

Object Type Method GPU Resource Released
BufferGeometry geometry.dispose() Vertex/index buffers
Material (all types) material.dispose() Shader programs, uniforms
Texture (all types) texture.dispose() GPU texture memory
WebGLRenderTarget renderTarget.dispose() Framebuffer + textures
WebGLRenderer renderer.dispose() Entire WebGL context
PMREMGenerator pmremGenerator.dispose() Prefiltered env maps
Controls (all types) controls.dispose() DOM event listeners

Complete Material Disposal

function disposeMaterial(material) {
  const textureProps = [
    'map', 'lightMap', 'bumpMap', 'normalMap', 'specularMap',
    'envMap', 'alphaMap', 'aoMap', 'displacementMap',
    'emissiveMap', 'gradientMap', 'metalnessMap', 'roughnessMap',
    'clearcoatMap', 'clearcoatNormalMap', 'clearcoatRoughnessMap',
    'transmissionMap', 'thicknessMap', 'sheenColorMap', 'sheenRoughnessMap'
  ];
  for (const prop of textureProps) {
    if (material[prop]) material[prop].dispose();
  }
  material.dispose();
}

Full Scene Disposal

function disposeScene(scene) {
  scene.traverse((object) => {
    if (object.geometry) {
      object.geometry.dispose();
    }
    if (object.material) {
      if (Array.isArray(object.material)) {
        object.material.forEach(disposeMaterial);
      } else {
        disposeMaterial(object.material);
      }
    }
  });
  scene.clear();
}

When to Dispose vs. When to Reuse

ALWAYS dispose when:

  • Removing objects permanently from the scene
  • Switching between completely different scenes
  • Unloading loaded models (GLTF, FBX, OBJ)
  • Component unmount (React, Vue, Angular)

NEVER dispose when:

  • Temporarily hiding objects (use visible = false instead)
  • Objects will be re-added to the scene later
  • Multiple meshes share the same geometry/material (dispose ONLY when ALL users are done)

Draw Call Optimization

InstancedMesh: Render Thousands in One Call

ALWAYS use InstancedMesh when rendering more than ~100 copies of the same geometry+material combination.

import * as THREE from 'three';

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const count = 5000;
const mesh = new THREE.InstancedMesh(geometry, material, count);

const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
  dummy.position.set(Math.random() * 200 - 100, 0, Math.random() * 200 - 100);
  dummy.rotation.y = Math.random() * Math.PI * 2;
  dummy.scale.setScalar(0.5 + Math.random());
  dummy.updateMatrix();
  mesh.setMatrixAt(i, dummy.matrix);
}
// CRITICAL: without this, instances render at origin
mesh.instanceMatrix.needsUpdate = true;
scene.add(mesh);
Instance Count Recommendation
< 10 Individual Mesh objects are fine
10-100 Either approach; profile your case
100-10,000 ALWAYS use InstancedMesh
> 10,000 InstancedMesh with spatial subdivision or BatchedMesh (r160+)

BatchedMesh (r160+): Multiple Geometries in One Call

BatchedMesh extends instancing to support different geometries and materials in a single draw call. Use for heterogeneous repeated objects.

Geometry Merging: Static Objects

For static objects that NEVER move independently, merge them into a single geometry:

import { mergeGeometries } from 'three/addons/utils/BufferGeometryUtils.js';

const geometries = meshArray.map((m) => {
  const geo = m.geometry.clone();
  geo.applyMatrix4(m.matrixWorld);
  return geo;
});
const merged = mergeGeometries(geometries, false);
const mergedMesh = new THREE.Mesh(merged, sharedMaterial);

// Dispose originals after merge
meshArray.forEach((m) => {
  m.geometry.dispose();
  scene.remove(m);
});

Rule: NEVER merge geometries that need independent transforms, materials, or raycasting targets. Merging makes individual object interaction impossible.


LOD (Level of Detail)

import * as THREE from 'three';

const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);    // visible 0-50 units
lod.addLevel(mediumDetailMesh, 50); // visible 50-200 units
lod.addLevel(lowDetailMesh, 200);   // visible 200+ units
scene.add(lod);

// ALWAYS call in animation loop for distance-based switching
lod.update(camera);

Rule: ALWAYS provide at least 3 LOD levels for objects visible across a wide distance range. Triangle counts MUST decrease by at least 50% between each level.


Texture Optimization

Technique Impact When to Use
Resize textures High ALWAYS use the smallest resolution that looks acceptable
Power-of-two dimensions Medium Required for mipmaps; ALWAYS use (256, 512, 1024, 2048)
Compressed formats (KTX2/Basis) High ALWAYS for production; 4-6x smaller GPU footprint
Texture atlases High Combine multiple small textures into one to reduce draw calls
texture.dispose() on swap Critical ALWAYS dispose old texture before assigning new one
generateMipmaps: false Low Use for UI textures or textures that NEVER need filtering at distance

KTX2 Compressed Textures

import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';

const ktx2Loader = new KTX2Loader()
  .setTranscoderPath('three/addons/libs/basis/')
  .detectSupport(renderer);

ktx2Loader.load('texture.ktx2', (texture) => {
  material.map = texture;
  material.needsUpdate = true;
});

Frustum Culling

Frustum culling is enabled by default (object.frustumCulled = true). The renderer skips objects outside the camera view.

NEVER disable frustum culling globally. Only set frustumCulled = false on specific objects that MUST render regardless of camera (skyboxes, large particle systems, full-screen post-processing quads).

Rule: For InstancedMesh, frustum culling operates on the entire instance group as one bounding sphere. If instances are spread across a large area, split them into spatial groups for effective culling.


Object Pooling

NEVER create and destroy objects every frame. Use object pools for frequently spawned/despawned objects:

class MeshPool {
  constructor(geometry, material, poolSize) {
    this.pool = [];
    for (let i = 0; i < poolSize; i++) {
      const mesh = new THREE.Mesh(geometry, material);
      mesh.visible = false;
      this.pool.push(mesh);
    }
    this.activeIndex = 0;
  }

  acquire() {
    if (this.activeIndex >= this.pool.length) return null;
    const mesh = this.pool[this.activeIndex++];
    mesh.visible = true;
    return mesh;
  }

  release(mesh) {
    mesh.visible = false;
    const idx = this.pool.indexOf(mesh);
    if (idx !== -1 && idx < this.activeIndex) {
      [this.pool[idx], this.pool[this.activeIndex - 1]] =
        [this.pool[this.activeIndex - 1], this.pool[idx]];
      this.activeIndex--;
    }
  }
}

CPU-Side Optimization

Static Object Matrix Optimization

For objects that NEVER move after initial placement:

object.matrixAutoUpdate = false;
object.updateMatrix(); // compute once

This prevents the renderer from recalculating the local matrix every frame for static objects.

Avoid Allocations in the Render Loop

// WRONG: creates new Vector3 every frame — GC pressure
function animate() {
  const pos = new THREE.Vector3(1, 2, 3); // NEVER allocate in loop
  mesh.position.copy(pos);
}

// CORRECT: reuse pre-allocated objects
const _tempVec = new THREE.Vector3();
function animate() {
  _tempVec.set(1, 2, 3);
  mesh.position.copy(_tempVec);
}

Rule: ALWAYS declare temporary math objects (Vector3, Matrix4, Quaternion, Color, Box3) outside the animation loop. Prefix with _ to indicate they are reusable scratch variables.


Shader and Material Optimization

Action Impact
Use MeshStandardMaterial instead of MeshPhysicalMaterial Fewer shader instructions unless you need clearcoat/transmission/sheen
Minimize unique material count Fewer shader compilations; ALWAYS share materials across identical meshes
Set material.precision = 'mediump' on mobile Faster fragment shading on mobile GPUs
Avoid onBeforeCompile unless necessary Each unique modification creates a new shader variant

Chrome DevTools Profiling

  1. Performance tab: Record a few seconds, look for long "GPU" tasks and JS frame duration
  2. Memory tab: Take heap snapshots before and after scene changes to find unreleased objects
  3. renderer.info logging: Add a periodic console.log(renderer.info.memory) to detect leaks
  4. WebGL Inspector (browser extension): Inspect draw calls, textures, and shader programs

Critical Warnings

NEVER create BufferGeometry, Material, or Texture objects inside the render/animation loop. This causes memory to grow without bound.

NEVER call renderer.render() after renderer.dispose(). The WebGL context is destroyed.

NEVER dispose shared geometry/material/texture while other meshes still reference it. Track reference counts or dispose only when ALL consumers are removed.

ALWAYS dispose old textures before replacing: if (material.map) material.map.dispose(); material.map = newTexture;

ALWAYS call controls.dispose() when removing OrbitControls or other control instances. Failing to do so leaks DOM event listeners.

ALWAYS set instanceMatrix.needsUpdate = true after calling setMatrixAt() on an InstancedMesh. Without this, instances render at the origin.


Reference Links

Official Sources

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First Seen
Apr 1, 2026