threejs-errors-performance

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.

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---
name: "threejs-errors-performance"
description: "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."
license: "MIT"
---

# 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

```javascript
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

```javascript
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

```javascript
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

```javascript
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.

```javascript
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:

```javascript
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)

```javascript
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

```javascript
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:

```javascript
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:

```javascript
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

```javascript
// 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

- [references/methods.md](references/methods.md) -- Disposal and profiling API signatures
- [references/examples.md](references/examples.md) -- Performance optimization code examples
- [references/anti-patterns.md](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

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