Three.js Best Practices
Comprehensive performance optimization guide for Three.js applications. Contains 120+ rules across 18 categories, prioritized by impact.
Sources & Credits
This skill compiles best practices from multiple authoritative sources:
- Official guidelines from Three.js
llmsbranch maintained by mrdoob- 100 Three.js Tips by Utsubo - Excellent comprehensive guide covering WebGPU, asset optimization, and performance tips
When to Apply
Reference these guidelines when:
- Setting up a new Three.js project
- Writing or reviewing Three.js code
- Optimizing performance or fixing memory leaks
- Working with custom shaders (GLSL or TSL)
- Implementing WebGPU features
- Building VR/AR experiences with WebXR
- Integrating physics engines
- Optimizing for mobile devices
Rule Categories by Priority
Quick Reference
0. Modern Setup (FUNDAMENTAL)
setup-use-import-maps- Use Import Maps, not old CDN scriptssetup-choose-renderer- WebGLRenderer (default) vs WebGPURenderer (TSL/compute)setup-animation-loop- Userenderer.setAnimationLoop()not manual RAFsetup-basic-scene-template- Complete modern scene template
1. Memory Management (CRITICAL)
memory-dispose-geometry- Always dispose geometriesmemory-dispose-material- Always dispose materials and texturesmemory-dispose-textures- Dispose dynamically created texturesmemory-dispose-render-targets- Always dispose WebGLRenderTargetmemory-dispose-recursive- Use recursive disposal for hierarchiesmemory-dispose-on-unmount- Dispose in React cleanup/unmountmemory-renderer-dispose- Dispose renderer when destroying viewmemory-reuse-objects- Reuse geometries and materials
2. Render Loop (CRITICAL)
render-single-raf- Single requestAnimationFrame looprender-conditional- Render on demand for static scenesrender-delta-time- Use delta time for animationsrender-avoid-allocations- Never allocate in render looprender-cache-computations- Cache expensive computationsrender-frustum-culling- Enable frustum cullingrender-update-matrix-manual- Disable auto matrix updates for static objectsrender-pixel-ratio- Limit pixel ratio to 2render-antialias-wisely- Use antialiasing judiciously
3. Draw Call Optimization (CRITICAL)
draw-call-optimization- Target under 100 draw calls per framegeometry-instanced-mesh- Use InstancedMesh for identical objectsgeometry-batched-mesh- Use BatchedMesh for varied geometries (same material)geometry-merge-static- Merge static geometries with BufferGeometryUtils
4. Geometry (HIGH)
geometry-buffer-geometry- Always use BufferGeometrygeometry-merge-static- Merge static geometriesgeometry-instanced-mesh- Use InstancedMesh for identical objectsgeometry-lod- Use Level of Detail for complex modelsgeometry-index-buffer- Use indexed geometrygeometry-vertex-count- Minimize vertex countgeometry-attributes-typed- Use appropriate typed arraysgeometry-interleaved- Consider interleaved buffers
5. Materials & Textures (HIGH)
material-reuse- Reuse materials across meshesmaterial-simplest-sufficient- Use simplest material that worksmaterial-texture-size-power-of-two- Power-of-two texture dimensionsmaterial-texture-compression- Use compressed textures (KTX2/Basis)material-texture-mipmaps- Enable mipmaps appropriatelymaterial-texture-anisotropy- Use anisotropic filtering for floorsmaterial-texture-atlas- Use texture atlasesmaterial-avoid-transparency- Minimize transparent materialsmaterial-onbeforecompile- Use onBeforeCompile for shader mods (or TSL)
6. Asset Compression (HIGH)
asset-compression- Draco, Meshopt, KTX2 compression guideasset-draco- 90-95% geometry size reductionasset-ktx2- GPU-compressed textures (UASTC vs ETC1S)asset-meshopt- Alternative to Draco with faster decompressionasset-lod- Level of Detail for 30-40% frame rate improvement
7. Lighting & Shadows (MEDIUM-HIGH)
lighting-limit-lights- Limit to 3 or fewer active lightslighting-shadows-advanced- PointLight cost, CSM, fake shadowslighting-bake-static- Bake lighting for static sceneslighting-shadow-camera-tight- Fit shadow camera tightlylighting-shadow-map-size- Choose appropriate shadow resolution (512-4096)lighting-shadow-selective- Enable shadows selectivelylighting-shadow-cascade- Use CSM for large sceneslighting-shadow-auto-update- Disable autoUpdate for static sceneslighting-probe- Use Light Probeslighting-environment- Environment maps for ambient lightlighting-fake-shadows- Gradient planes for budget contact shadows
8. Scene Graph (MEDIUM)
scene-group-objects- Use Groups for organizationscene-layers- Use Layers for selective renderingscene-visible-toggle- Use visible flag, not add/removescene-flatten-static- Flatten static hierarchiesscene-name-objects- Name objects for debuggingobject-pooling- Reuse objects instead of create/destroy
9. Shaders GLSL (MEDIUM)
shader-precision- Use mediump for mobile (~2x faster)shader-mobile- Mobile-specific optimizations (varyings, branching)shader-avoid-branching- Replace conditionals with mix/stepshader-precompute-cpu- Precompute on CPUshader-avoid-discard- Avoid discard, use alphaTestshader-texture-lod- Use textureLod for known mip levelsshader-uniform-arrays- Prefer uniform arraysshader-varying-interpolation- Limit varyings to 3 for mobileshader-pack-data- Pack data into RGBA channelsshader-chunk-injection- Use Three.js shader chunks
10. TSL - Three.js Shading Language (MEDIUM)
tsl-why-use- Use TSL instead of onBeforeCompiletsl-setup-webgpu- WebGPU setup for TSLtsl-complete-reference- Full TSL type system and functionstsl-material-slots- Material node properties referencetsl-node-materials- Use NodeMaterial classestsl-basic-operations- Types, operations, swizzlingtsl-functions- Creating TSL functions with Fn()tsl-conditionals- If, select, loops in TSLtsl-textures- Textures and triplanar mappingtsl-noise- Built-in noise functions (mx_noise_float, mx_fractal_noise)tsl-post-processing- bloom, blur, dof, aotsl-compute-shaders- GPGPU and compute operationstsl-glsl-to-tsl- GLSL to TSL translation
11. WebGPU Renderer (MEDIUM)
webgpu-renderer- Setup, browser support, migration guidewebgpu-render-async- Use renderAsync for compute-heavy sceneswebgpu-feature-detection- Check adapter featureswebgpu-instanced-array- GPU-persistent bufferswebgpu-storage-textures- Read-write compute textureswebgpu-workgroup-memory- Shared memory (10-100x faster)webgpu-indirect-draws- GPU-driven rendering
12. Loading & Assets (MEDIUM)
loading-draco-compression- Use Draco for large meshesloading-gltf-preferred- Use glTF formatgltf-loading-optimization- Full loader setup with DRACO/Meshopt/KTX2loading-progress-feedback- Show loading progressloading-async-await- Use async/await for loadingloading-lazy- Lazy load non-critical assetsloading-cache-assets- Enable cachingloading-dispose-unused- Unload unused assets
13. Core Web Vitals (MEDIUM-HIGH)
core-web-vitals- LCP, FID, CLS optimization for 3Dvitals-lazy-load- Lazy load 3D below the fold with IntersectionObservervitals-code-split- Dynamic import Three.js modulesvitals-preload- Preload critical assets with link tagsvitals-progressive-loading- Low-res to high-res progressive loadvitals-placeholders- Show placeholder geometry during loadvitals-web-workers- Offload heavy work to workersvitals-streaming- Stream large scenes by chunks
14. Camera & Controls (LOW-MEDIUM)
camera-near-far- Set tight near/far planescamera-fov- Choose appropriate FOVcamera-controls-damping- Use damping for smooth controlscamera-resize-handler- Handle resize properlycamera-orbit-limits- Set orbit control limits
15. Animation (MEDIUM)
animation-system- AnimationMixer, blending, morph targets, skeletal
16. Physics (MEDIUM)
physics-integration- Rapier, Cannon-es integration patternsphysics-compute-shaders- GPU physics with compute shaders
17. WebXR (MEDIUM)
webxr-setup- VR/AR buttons, controllers, hit testing
18. Audio (LOW-MEDIUM)
audio-spatial- PositionalAudio, HRTF, spatial sound
19. Post-Processing (MEDIUM)
postprocessing-optimization- pmndrs/postprocessing guidepostpro-renderer-config- Disable AA, stencil, depth for postpostpro-merge-effects- Combine effects in single passpostpro-selective-bloom- Selective bloom for performancepostpro-resolution-scaling- Half resolution for 2x FPSpostpro-webgpu-native- TSL-based post for WebGPU
20. Optimization (HIGH)
mobile-optimization- Mobile-specific optimizations and checklistraycasting-optimization- BVH, layers, GPU picking
21. Production (HIGH)
error-handling-recovery- WebGL context loss and recoverymigration-checklist- Breaking changes by version
22. Debug & DevTools (LOW)
debug-devtools- Complete debugging toolkitdebug-stats-gl- stats-gl for WebGL/WebGPU monitoringdebug-lil-gui- lil-gui for live parameter tweakingdebug-spector- Spector.js for WebGL frame capturedebug-renderer-info- Monitor draw calls and memorydebug-three-mesh-bvh- Fast raycasting with BVHdebug-context-lost- Handle WebGL context lossdebug-animation-loop-profiling- Profile render loop sectionsdebug-conditional- Remove debug code in production
How to Use
Read individual rule files for detailed explanations and code examples:
Each rule file contains:
- Brief explanation of why it matters
- BAD code example with explanation
- GOOD code example with explanation
- Additional context and references


