MCPInstall

r3f-performance

R3F performance optimization—LOD (Level of Detail), frustum culling, instancing strategies, draw call reduction, frame budgets, lazy loading, and profiling tools. Use when optimizing render performance, handling large scenes, or debugging frame rate issues.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads r3f-performance automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

R3F Performance

Optimize render performance through draw call reduction, geometry optimization, smart loading, and profiling.

Quick Start

// Performance-optimized Canvas
<Canvas
  dpr={[1, 2]}                    // Limit pixel ratio
  performance={{ min: 0.5 }}      // Adaptive performance
  frameloop="demand"              // Only render on change
  gl={{ 
    powerPreference: 'high-performance',
    antialias: false              // Disable for mobile
  }}
>
  <Suspense fallback={null}>
    <Scene />
  </Suspense>
</Canvas>

Frame Budget

Target 60fps = 16.67ms per frame. Budget breakdown:

PhaseTargetNotes
JavaScript< 4msuseFrame logic, state updates
GPU Render< 10msDraw calls, shaders
Compositing< 2msPost-processing, overlays
Buffer~1msSafety margin

Draw Call Optimization

The Golden Rule

Fewer draw calls > fewer triangles

A scene with 100 meshes of 1000 triangles each is slower than 1 mesh of 100,000 triangles.

Reduction Techniques

TechniqueDraw CallsWhen to Use
Instancing1 per unique mesh100+ identical objects
Merged geometry1 per merged batchStatic scene parts
Texture atlasesFewer materialsMany similar textures
LODReduces complexityLarge/distant objects

Instancing (Best for Identical Meshes)

// 10,000 cubes = 1 draw call
<instancedMesh args={[undefined, undefined, 10000]}>
  <boxGeometry />
  <meshStandardMaterial />
</instancedMesh>

Geometry Merging (Static Scenes)

import { useMemo } from 'react';
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';
import * as THREE from 'three';

function MergedScene() {
  const mergedGeometry = useMemo(() => {
    const geometries: THREE.BufferGeometry[] = [];
    
    // Create many positioned geometries
    for (let i = 0; i < 100; i++) {
      const geo = new THREE.BoxGeometry(1, 1, 1);
      geo.translate(
        (Math.random() - 0.5) * 20,
        (Math.random() - 0.5) * 20,
        (Math.random() - 0.5) * 20
      );
      geometries.push(geo);
    }
    
    return mergeGeometries(geometries);
  }, []);
  
  return (
    <mesh geometry={mergedGeometry}>
      <meshStandardMaterial />
    </mesh>
  );
}

Level of Detail (LOD)

Swap geometry based on camera distance:

import { useMemo } from 'react';
import * as THREE from 'three';

function LODMesh() {
  const lod = useMemo(() => {
    const lodObject = new THREE.LOD();
    
    // High detail (close)
    const highGeo = new THREE.SphereGeometry(1, 64, 64);
    const highMesh = new THREE.Mesh(highGeo, new THREE.MeshStandardMaterial({ color: 'red' }));
    lodObject.addLevel(highMesh, 0);
    
    // Medium detail
    const medGeo = new THREE.SphereGeometry(1, 32, 32);
    const medMesh = new THREE.Mesh(medGeo, new THREE.MeshStandardMaterial({ color: 'orange' }));
    lodObject.addLevel(medMesh, 10);
    
    // Low detail (far)
    const lowGeo = new THREE.SphereGeometry(1, 8, 8);
    const lowMesh = new THREE.Mesh(lowGeo, new THREE.MeshStandardMaterial({ color: 'green' }));
    lodObject.addLevel(lowMesh, 30);
    
    return lodObject;
  }, []);
  
  return <primitive object={lod} />;
}

Drei LOD Helper

import { Detailed } from '@react-three/drei';

function AdaptiveSphere() {
  return (
    <Detailed distances={[0, 10, 30]}>
      {/* Close: high detail */}
      <mesh>
        <sphereGeometry args={[1, 64, 64]} />
        <meshStandardMaterial />
      </mesh>
      
      {/* Medium distance */}
      <mesh>
        <sphereGeometry args={[1, 32, 32]} />
        <meshStandardMaterial />
      </mesh>
      
      {/* Far: low detail */}
      <mesh>
        <sphereGeometry args={[1, 8, 8]} />
        <meshStandardMaterial />
      </mesh>
    </Detailed>
  );
}

Frustum Culling

Objects outside camera view are not rendered. Enabled by default, but:

// Disable for objects that animate into view unpredictably
<mesh frustumCulled={false}>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>

// Force bounding sphere update for dynamic geometry
useEffect(() => {
  geometry.computeBoundingSphere();
}, [geometry]);

Adaptive Performance

R3F's adaptive performance system automatically adjusts DPR:

<Canvas
  performance={{
    min: 0.5,     // Minimum DPR under stress
    max: 1,       // Maximum DPR
    debounce: 200 // Debounce time for changes (ms)
  }}
/>

Manual Performance Control

import { useThree } from '@react-three/fiber';

function PerformanceMonitor() {
  const { performance } = useThree();
  
  useFrame(() => {
    // Check current performance
    if (performance.current < 1) {
      // System is under stress, reduce complexity
    }
  });
  
  // Trigger performance drop
  const triggerRegress = () => {
    performance.regress();  // Temporarily lower DPR
  };
}

Lazy Loading

Code Splitting with Suspense

import { Suspense, lazy } from 'react';

const HeavyModel = lazy(() => import('./HeavyModel'));

function Scene() {
  return (
    <Suspense fallback={<SimpleLoader />}>
      <HeavyModel />
    </Suspense>
  );
}

Progressive Loading

import { useGLTF } from '@react-three/drei';

function Model() {
  // Preload in background
  useGLTF.preload('/model.glb');
  
  const { scene } = useGLTF('/model.glb');
  return <primitive object={scene} />;
}

// Preload before component mounts
useEffect(() => {
  useGLTF.preload('/next-model.glb');
}, []);

View-Based Loading

import { useInView } from 'react-intersection-observer';

function LazySection() {
  const { ref, inView } = useInView({
    triggerOnce: true,
    rootMargin: '200px'  // Start loading 200px before visible
  });
  
  return (
    <group ref={ref}>
      {inView && <HeavyContent />}
    </group>
  );
}

Memory Management

Dispose Unused Resources

// Manual disposal
useEffect(() => {
  return () => {
    geometry.dispose();
    material.dispose();
    texture.dispose();
  };
}, []);

// Drei helper for GLTF
import { useGLTF } from '@react-three/drei';

useEffect(() => {
  return () => {
    useGLTF.clear('/model.glb');
  };
}, []);

Texture Optimization

import { useTexture } from '@react-three/drei';
import * as THREE from 'three';

// Compress and optimize
const texture = useTexture('/texture.jpg', (tex) => {
  tex.minFilter = THREE.LinearMipmapLinearFilter;
  tex.generateMipmaps = true;
  tex.anisotropy = 4;  // Lower = faster, higher = sharper
});

// Use compressed formats (KTX2)
import { useKTX2 } from '@react-three/drei';
const texture = useKTX2('/texture.ktx2');

Profiling

Stats Panel

import { Stats } from '@react-three/drei';

<Canvas>
  <Stats />  {/* FPS, MS, MB counters */}
  <Scene />
</Canvas>

Performance Panel

import { Perf } from 'r3f-perf';

<Canvas>
  <Perf 
    position="top-left"
    showGraph          // Show FPS graph
    minimal={false}    // Full or minimal view
  />
  <Scene />
</Canvas>

Manual Profiling

import { useThree } from '@react-three/fiber';

function ProfileInfo() {
  const { gl } = useThree();
  
  useEffect(() => {
    const info = gl.info;
    console.log({
      drawCalls: info.render.calls,
      triangles: info.render.triangles,
      points: info.render.points,
      lines: info.render.lines,
      textures: info.memory.textures,
      geometries: info.memory.geometries
    });
  });
  
  return null;
}

Frame Time Measurement

function FrameProfiler() {
  const frameTimeRef = useRef<number[]>([]);
  
  useFrame(() => {
    const start = performance.now();
    
    // ... your logic ...
    
    const elapsed = performance.now() - start;
    frameTimeRef.current.push(elapsed);
    
    if (frameTimeRef.current.length > 60) {
      const avg = frameTimeRef.current.reduce((a, b) => a + b) / 60;
      console.log(`Avg frame time: ${avg.toFixed(2)}ms`);
      frameTimeRef.current = [];
    }
  });
  
  return null;
}

Common Bottlenecks

SymptomLikely CauseFix
Low FPS, high draw callsToo many meshesInstance, merge, or LOD
Low FPS, few draw callsHeavy shaders/materialsSimplify shaders, use cheaper materials
Stuttering on loadLarge assetsLazy load, compress, use LOD
Memory growthNo disposalDispose on unmount
Mobile issuesHigh DPR, AALimit DPR, disable antialias

Optimization Checklist

[ ] Draw calls < 100 for complex scenes
[ ] Instancing for repeated objects
[ ] LOD for large/distant objects
[ ] Geometry merged where possible
[ ] Textures compressed (KTX2/Basis)
[ ] DPR capped at 2
[ ] Lazy loading for heavy assets
[ ] Proper disposal on unmount
[ ] Frustum culling enabled
[ ] Shadows optimized or disabled

File Structure

r3f-performance/
├── SKILL.md
├── references/
│   ├── profiling-guide.md      # Deep profiling techniques
│   ├── mobile-optimization.md  # Mobile-specific tips
│   └── large-scenes.md         # Handling massive scenes
└── scripts/
    ├── utils/
    │   ├── lod-helper.ts       # LOD setup utilities
    │   ├── merge-helper.ts     # Geometry merging
    │   └── perf-monitor.ts     # Performance monitoring
    └── presets/
        ├── mobile.ts           # Mobile-optimized Canvas config
        └── desktop.ts          # Desktop-optimized Canvas config

Reference

  • references/profiling-guide.md — Deep profiling with browser DevTools
  • references/mobile-optimization.md — Mobile-specific optimization
  • references/large-scenes.md — Handling 100k+ object scenes

FAQ

What does the r3f-performance skill do?

R3F performance optimization—LOD (Level of Detail), frustum culling, instancing strategies, draw call reduction, frame budgets, lazy loading, and profiling tools. Use when optimizing render performance, handling large scenes, or debugging frame rate issues.

How do I install r3f-performance?

Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/r3f-performance/ (personal) or .claude/skills/r3f-performance/ (project).

Which AI agents can use r3f-performance?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is r3f-performance safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains r3f-performance?

It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 97 recorded installs.

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