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1. Reduce Draw Calls
Problem: Too many objects/materials in the scene can hammer the GPU.
Solution:
Merge Geometries: Combine static meshes (e.g., using three.js BufferGeometryUtils.mergeBufferGeometries). This reduces the number of draw calls.
Instancing: Use InstancedMesh if you have repeating objects (like trees or rocks).
2. Optimize Materials and Textures
Problem: Shaders, large textures, and transparency can be heavy on the GPU.
Solutions:
Use THREE.MeshBasicMaterial: For non-dynamic objects without lighting needs, skip the shader-heavy MeshStandardMaterial.
Compress Textures: Use .ktx2 or .basis textures with THREE.KTX2Loader for GPU-friendly compression. Alternatively, tools like squoosh can help.
Use Lower Texture Resolutions: Ask yourself, does that 4K texture really need to be 4K? (Spoiler: It probably doesn’t.)
3. Culling & Frustum Management
Problem: Rendering objects the user can’t see is a waste of resources.
Solutions:
Frustum Culling: R3F automatically culls objects outside the camera's view, but ensure objects’ frustumCulled is true.
LOD (Level of Detail): Use lower-poly versions of far-away objects.
The text was updated successfully, but these errors were encountered:
1. Reduce Draw Calls
Problem: Too many objects/materials in the scene can hammer the GPU.
Solution:
2. Optimize Materials and Textures
Problem: Shaders, large textures, and transparency can be heavy on the GPU.
Solutions:
3. Culling & Frustum Management
Problem: Rendering objects the user can’t see is a waste of resources.
Solutions:
The text was updated successfully, but these errors were encountered: