Core Principles
Golden Rule: Draw Calls < 100 per frame
- Triangle count matters less than draw call count
- Use
renderer.info.render.callsmonitoring - Over 500 draw calls, even a powerful GPU will struggle
Quick Diagnostic Checklist
// 性能监控必备
setInterval(() => {
console.log('调用:', renderer.info.render.calls);
console.log('三角形:', renderer.info.render.triangles);
console.log('几何体:', renderer.info.memory.geometries);
console.log('纹理:', renderer.info.memory.textures);
}, 1000);
If the value keeps growing, there is a memory leak.
WebGPU Renderer
When to Migrate
Migrate to WebGPU in the following cases:
- Frame drops in draw-call-intensive scenes
- Need compute shaders for physics/particle simulation
- Complex post-processing chains causing stuttering
Basic Setup
import { WebGPURenderer } from 'three/webgpu';
const renderer = new WebGPURenderer();
await renderer.init(); // 必需!
function animate() {
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
Browser support: Chrome/Edge v113+, Firefox v141+, Safari v26+
TSL (Three Shading Language)
Write once, automatically compiled to WGSL (WebGPU) or GLSL (WebGL):
import { color, positionLocal, sin, time, Fn, float } from 'three/tsl';
// 基础用法
material.colorNode = color(1, 0, 0).mul(sin(time).mul(0.5).add(0.5));
// 可复用函数
const fresnel = Fn(([normal, viewDir, power]) => {
const dotNV = normal.dot(viewDir).saturate();
return float(1).sub(dotNV).pow(power);
});
Compute Shader Particle System
CPU particles hit a bottleneck at around 50,000, GPU compute shaders can reach millions:
import { instancedArray, storage, compute } from 'three/tsl';
const positions = instancedArray(particleCount, 'vec3');
const velocities = instancedArray(particleCount, 'vec3');
const physicsCompute = compute(() => {
const pos = positions.element(instanceIndex);
const vel = velocities.element(instanceIndex);
positions.element(instanceIndex).assign(pos.add(vel.mul(deltaTime)));
});
renderer.compute(physicsCompute);
Draw Call Optimization
InstancedMesh (Repeated Objects)
1,000 trees → from 1,000 draw calls down to 1:
const mesh = new InstancedMesh(geometry, material, 1000);
for (let i = 0; i < 1000; i++) {
matrix.setPosition(positions[i]);
mesh.setMatrixAt(i, matrix);
}
BatchedMesh (Different Geometries)
Multiple different geometries sharing a material merged into a single draw:
const batchedMesh = new BatchedMesh(maxGeometries, maxVertices, maxIndices, material);
Shared Materials
// ❌ 每个网格新材质
meshes.forEach(m => m.material = new MeshStandardMaterial({ color: 'red' }));
// ✅ 共享材质
const sharedMaterial = new MeshStandardMaterial({ color: 'red' });
meshes.forEach(m => m.material = sharedMaterial);
Merge Static Geometry
import { mergeGeometries } from 'three/addons/utils/BufferGeometryUtils.js';
const merged = mergeGeometries([geo1, geo2, geo3]);
Asset Optimization
Compression Commands
# Draco 几何体压缩 (减少 90-95%)
gltf-transform draco model.glb compressed.glb --method edgebreaker
# KTX2 纹理压缩 (GPU 内存减少约 10 倍)
gltf-transform uastc model.glb optimized.glb # 高质量
gltf-transform etc1s model.glb optimized.glb # 小体积
# 完整优化管线
gltf-transform optimize model.glb output.glb \
--texture-compress ktx2 \
--compress draco
Decoder Configuration
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath('/basis/');
Memory Management
Key: Three.js does not automatically garbage collect GPU resources!
Complete Disposal Pattern
function cleanupMesh(mesh) {
mesh.geometry.dispose();
if (Array.isArray(mesh.material)) {
mesh.material.forEach(mat => {
Object.values(mat).forEach(prop => {
if (prop?.isTexture) prop.dispose();
});
mat.dispose();
});
} else {
Object.values(mesh.material).forEach(prop => {
if (prop?.isTexture) prop.dispose();
});
mesh.material.dispose();
}
scene.remove(mesh);
}
// GLTF ImageBitmap 特殊处理
texture.source.data.close?.();
texture.dispose();
Object Pooling Pattern
class ObjectPool {
constructor(factory, reset, initialSize = 20) {
this.factory = factory;
this.reset = reset;
this.pool = Array.from({ length: initialSize }, () => {
const obj = factory();
obj.visible = false;
return obj;
});
}
acquire() {
const obj = this.pool.pop() || this.factory();
obj.visible = true;
return obj;
}
release(obj) {
this.reset(obj);
obj.visible = false;
this.pool.push(obj);
}
}
Shader Optimization
Mobile First
precision mediump float; // 比 highp 快约 2 倍
Branchless Alternatives
// ❌ 分支破坏 GPU 并行性
if (value > 0.5) color = colorA; else color = colorB;
// ✅ 无分支
color = mix(colorB, colorA, step(0.5, value));
Data Packing
vec4 data = texture2D(dataTex, uv);
// 4 个值只需 1 次纹理获取
float v1 = data.r, v2 = data.g, v3 = data.b, v4 = data.a;
Lighting and Shadows
- Active lights ≤ 3
- PointLight shadows = 6 shadow map renders per light
- Shadow map size: mobile 512-1024, desktop 1024-2048
- Bake lightmaps for static scenes
// 静态场景禁用阴影自动更新
renderer.shadowMap.autoUpdate = false;
renderer.shadowMap.needsUpdate = true; // 需要时手动触发
React Three Fiber
Core Rules
// ❌ 触发 React 重新渲染
const [rotation, setRotation] = useState(0);
useFrame(() => setRotation(r => r + 0.01));
// ✅ 直接修改
const meshRef = useRef();
useFrame((state, delta) => {
meshRef.current.rotation.x += delta * speed; // 帧率无关
});
Render on Demand
<Canvas frameloop="demand">
<Scene />
</Canvas>
// 需要时触发
const invalidate = useThree(state => state.invalidate);
invalidate();
Toggle Visibility Instead of Remounting
// ❌ 卸载/挂载重建资源
{showModel && <Model />}
// ✅ 可见性切换
<Model visible={showModel} />
Post-Processing
Use pmndrs/postprocessing for WebGL
import { EffectComposer, Bloom, Vignette } from 'postprocessing';
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(new EffectPass(camera, new Bloom(), new Vignette()));
Use native TSL post-processing for WebGPU
import { pass, bloom, fxaa } from 'three/tsl';
const postProcessing = new PostProcessing(renderer);
const scenePass = pass(scene, camera);
postProcessing.outputNode = scenePass.pipe(bloom()).pipe(fxaa());
Debugging Tools
- stats-gl: FPS/CPU/GPU monitoring
- lil-gui: Real-time parameter adjustment
- Spector.js: WebGL frame capture
- three-mesh-bvh: Fast raycasting (80,000+ polygons @ 60fps)
- r3f-perf: React Three Fiber performance monitoring
Detailed Reference
- WebGPU In-Depth: see references/webgpu.md
- Asset Optimization Guide: see references/assets.md
- Complete Code Examples: see references/examples.md