threejs-errors-performance
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 = falseinstead) - 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
- Performance tab: Record a few seconds, look for long "GPU" tasks and JS frame duration
- Memory tab: Take heap snapshots before and after scene changes to find unreleased objects
renderer.infologging: Add a periodicconsole.log(renderer.info.memory)to detect leaks- 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
- references/methods.md -- Disposal and profiling API signatures
- references/examples.md -- Performance optimization code examples
- references/anti-patterns.md -- Common performance mistakes and fixes
Official Sources
- Disposal guide: https://threejs.org/docs/#manual/en/introduction/How-to-dispose-of-objects
- WebGLRenderer.info: https://threejs.org/docs/#api/en/renderers/WebGLRenderer
- InstancedMesh: https://threejs.org/docs/#api/en/objects/InstancedMesh
- LOD: https://threejs.org/docs/#api/en/objects/LOD
- BufferGeometryUtils: https://threejs.org/docs/#examples/en/utils/BufferGeometryUtils