threejs-perf
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, viral-game, and make-game for performance guidance.
How do I install this agent skill?
npx skills add https://github.com/playableintelligence/game-creator --skill threejs-perfIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides educational patterns and code templates for optimizing Three.js performance. It contains no executable scripts, network operations, or security risks.
- Socketpass
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- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Three.js Performance Optimization
Performance patterns for Three.js games, backed by measured before/after numbers on Three.js r183 (headless Chromium via Playwright, Apple M1 Pro, software WebGL).
Reference Files
instancing-static.md— InstancedMesh for large static repeated objects (19,600 → 1 draw call)instancing-moving.md— Flat state buffer + batched InstancedMesh writes for moving entities (8,000 entities)templates/— Baseline vs optimized reference implementations for each pattern
When to Use This Skill
- Scene has 100+ repeated objects sharing geometry/material
- Draw calls exceed 500 and frame time is unstable
- Thousands of moving entities need per-frame transform updates
- Profile shows scene-graph traversal as a bottleneck
When NOT to Use
- Object count is low (<50 unique meshes) — simpler code wins
- Every object needs unique materials/shaders that defeat batching
- Geometry differs enough that instancing provides no batching benefit
Pattern 1: Instancing Large Static Object Sets
Problem: Forests, debris, decorations as individual Meshes = unnecessary draw calls.
Solution: One InstancedMesh per shared geometry+material combo.
Evidence: ~19,365 → 2 draw calls. Render CPU p95: 28.5ms → 0.5ms (~57× faster). Build: 39.4ms → 3.9ms. See instancing-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 call
Pattern 2: Moving Entity Update Loops
Problem: Thousands of moving actors as individual Meshes = scene-graph churn + transform propagation.
Solution: Flat entity state buffer + batched InstancedMesh.setMatrixAt() writes.
Evidence: 8,000 → 1 draw calls. Render CPU p95: 9.9ms → 0.5ms (~20× faster). Update loop p95: 1.4ms → 0.3ms. See 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;
Decision Tree
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.
Measured Results
Headless Chromium 147 via Playwright, Three.js r183, Apple M1 Pro, 30 warmup + 180 sample frames, median of 3 runs.
| 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× |
Methodology notes
- CPU-side metrics are the trustworthy signal. Draw calls, render CPU p95, update loop, and build time reliably show the 1–2 order-of-magnitude win.
- FPS and frame-time p95 are unreliable in headless Chromium. Playwright's bundled Chromium uses SwiftShader (software WebGL), which bottlenecks on fragment shading of ~90 MB of visible geometry regardless of draw-call count. On real hardware WebGL, the FPS gap would be substantially larger — baseline would drop to single-digit FPS under real fill, and optimized would hit vsync cleanly.
- A benchmark passes if draw calls decreased and render CPU p95 did not regress.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/playableintelligence/game-creator/threejs-perf">View threejs-perf on skillZs</a>