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R3f Performance

  • 81 installs
  • 8 repo stars
  • Updated August 4, 2026
  • bbeierle12/skill-mcp-claude

r3f-performance is a Claude skill for optimizing React Three Fiber render performance using LOD, culling, instancing, draw-call reduction, and profiling.

About

This skill covers performance optimization for React Three Fiber scenes through draw-call reduction, geometry optimization, smart loading, and profiling. A developer uses it when frame rate drops, scenes get large, or draw calls need cutting via instancing, merged geometry, or LOD. It gives a concrete per-frame time budget and adaptive-performance patterns.

  • Covers R3F render optimization: LOD, frustum culling, instancing, draw-call reduction, and frame budgets
  • Gives a 16.67ms per-frame budget breakdown for hitting 60fps
  • Explains lazy loading, geometry merging, and adaptive DPR for large scenes

R3f Performance by the numbers

  • 81 all-time installs (skills.sh)
  • Ranked #1,107 of 2,245 Frontend Development skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

r3f-performance capabilities & compatibility

Capabilities
r3f geometry · r3f materials
Use cases
frontend
From the docs

What r3f-performance says it does

R3F performance optimization—LOD (Level of Detail), frustum culling, instancing strategies, draw call reduction, frame budgets, lazy loading, and profiling tools.
SKILL.md
Optimize render performance through draw call reduction, geometry optimization, smart loading, and profiling.
SKILL.md
Target 60fps = 16.67ms per frame.
SKILL.md
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance

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Listed on Skillselion
Installs81
repo stars8
Last updatedAugust 4, 2026
Repositorybbeierle12/skill-mcp-claude

What it does

Optimize React Three Fiber render performance for large scenes and higher frame rates.

Who is it for?

Improving frame rate and reducing draw calls in React Three Fiber scenes.

When should I use this skill?

Optimizing render performance, handling large scenes, or debugging frame rate issues.

By the numbers

  • Target 60fps equals a 16.67ms per-frame budget
  • GPU render target of under 10ms per frame

Files

SKILL.mdMarkdownGitHub ↗

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

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