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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 and make-game for performance guidance.
npx skill4agent add opusgamelabs/game-creator threejs-perfinstancing-static.mdinstancing-moving.mdtemplates/InstancedMeshinstancing-static.md// Anti-pattern: one Mesh per prop
for (let i = 0; i < 19600; i++) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, 0, z);
scene.add(mesh); // 19,600 draw calls
}
// Correct: one InstancedMesh
const im = new THREE.InstancedMesh(geometry, material, 19600);
const mat = new THREE.Matrix4();
for (let i = 0; i < 19600; i++) {
mat.makeTranslation(x, 0, z);
im.setMatrixAt(i, mat);
}
im.instanceMatrix.needsUpdate = true;
scene.add(im); // 1 draw callInstancedMesh.setMatrixAt()instancing-moving.md// Anti-pattern: per-entity Mesh position writes
meshes.forEach((mesh, i) => {
mesh.position.x = computeX(i, tick);
mesh.position.y = computeY(i, tick);
});
// Correct: batched instance matrix writes
const mat = new THREE.Matrix4();
for (let i = 0; i < count; i++) {
mat.makeTranslation(computeX(i, tick), computeY(i, tick), computeZ(i, tick));
instancedMesh.setMatrixAt(i, mat);
}
instancedMesh.instanceMatrix.needsUpdate = true;Is the object repeated 50+ times with same geometry+material?
├── YES → Is it static (no per-frame movement)?
│ ├── YES → Pattern 1: Static InstancedMesh (instancing-static.md)
│ └── NO → Pattern 2: Moving InstancedMesh with batched writes (instancing-moving.md)
└── NO → Standard Mesh is fine. Focus on material/geometry reuse.| 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× |