WebGL Performance Optimization 2026: 60 FPS on Mobile with Three.js
Master WebGL performance optimization for Three.js. Achieve 60 FPS on mobile devices. Complete guide to rendering, memory, and loading optimization. 2026 updated.
WebGL Performance Optimization 2026: 60 FPS on Mobile with Three.js
In 2026, mobile devices account for over 70% of 3D web traffic. Yet most WebGL experiences still struggle to hit 60 FPS on mobile, leading to frustrated users and abandoned sessions. Google's Core Web Vitals now directly impact SEO rankings, making performance optimization not just a nice-to-have—it's a business imperative.
This guide distills years of production experience into actionable techniques that will take your Three.js application from sluggish to silky smooth. We'll cover everything from geometry optimization to shader tricks, with real before/after metrics from our client projects.
Why WebGL Performance Matters in 2026
The Hard Truth:
- Users expect 60 FPS or they bounce (53% abandon laggy sites)
- Core Web Vitals affect SEO rankings (slow sites rank lower)
- Mobile users are 70% of your audience but hardest to optimize for
- Every 100ms of lag = 1% drop in conversions
The Opportunity:
- Well-optimized WebGL = competitive advantage
- 60 FPS experiences feel premium, drive engagement
- Performance = accessibility (works on mid-range devices)
- Fast sites convert better and retain users longer
Performance Benchmarks and Targets
Before optimizing, know your targets. Here's what "good" looks like in 2026:
| Device Category | Target FPS | Load Time | Poly Count | Texture Memory | Draw Calls |
|---|---|---|---|---|---|
| High-end Desktop | 60 FPS | <2s | 500K | 200MB | <100 |
| Mid-range Desktop | 60 FPS | <3s | 200K | 100MB | <50 |
| High-end Mobile | 60 FPS | <5s | 100K | 50MB | <30 |
| Mid-range Mobile | 30-60 FPS | <8s | 50K | 30MB | <20 |
| Low-end Mobile | 30 FPS | <10s | 25K | 20MB | <15 |
Core Web Vitals Targets:
- LCP (Largest Contentful Paint): <2.5s
- FID (First Input Delay): <100ms
- CLS (Cumulative Layout Shift): <0.1
Performance Profiling Tools
You can't optimize what you can't measure. Essential tools for 2026:
1. Chrome DevTools Performance Panel
// Mark start of heavy operation
performance.mark('scene-setup-start');
// Your Three.js code
createScene();
// Mark end
performance.mark('scene-setup-end');
performance.measure('scene-setup', 'scene-setup-start', 'scene-setup-end');
// View in DevTools Performance tab
2. Three.js Stats.js
import Stats from 'three/examples/jsm/libs/stats.module';
const stats = new Stats();
stats.showPanel(0); // 0: fps, 1: ms, 2: mb
document.body.appendChild(stats.dom);
function animate() {
stats.begin();
// Your render loop
renderer.render(scene, camera);
stats.end();
requestAnimationFrame(animate);
}
3. Spector.js (WebGL Inspector)
- Chrome extension for deep WebGL debugging
- Shows every WebGL call, textures, shaders
- Identifies redundant state changes
4. Three.js Inspector
- Browser extension for Three.js
- Inspect scene graph in real-time
- View material properties, geometries
Geometry Optimization Strategies
Geometry is often the biggest performance bottleneck. Let's fix that.
1. Polygon Reduction
Problem: High-poly models kill mobile performance.
Before:
// 100K polygons, 15 FPS on mobile
const loader = new GLTFLoader();
loader.load('chair-highpoly.gltf', (gltf) => {
scene.add(gltf.scene); // Slow!
});
After:
// 20K polygons, 60 FPS on mobile
const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
loader.setDRACOLoader(dracoLoader);
loader.load('chair-lowpoly-draco.gltf', (gltf) => {
scene.add(gltf.scene); // 5x smaller, 4x faster
});
Tools for Polygon Reduction:
- Blender: Decimate modifier
- gltfpack: Command-line optimizer
- Draco compression: 90% size reduction
2. Geometry Merging (Reduce Draw Calls)
Problem: 100 separate meshes = 100 draw calls = slow.
Before (100 draw calls):
// Creating 100 individual cubes
for (let i = 0; i < 100; i++) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(i % 10, 0, Math.floor(i / 10));
scene.add(cube); // 100 draw calls!
}
After (1 draw call):
import { mergeBufferGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';
const geometries = [];
for (let i = 0; i < 100; i++) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
geometry.translate(i % 10, 0, Math.floor(i / 10));
geometries.push(geometry);
}
// Merge all geometries into one
const mergedGeometry = mergeBufferGeometries(geometries);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const mergedMesh = new THREE.Mesh(mergedGeometry, material);
scene.add(mergedMesh); // 1 draw call!
// 100x faster rendering
Result: 100 draw calls → 1 draw call = 10x FPS improvement
3. Instanced Rendering (For Identical Objects)
Problem: Thousands of identical objects (grass, trees, particles).
Solution: InstancedMesh renders thousands of objects in a single draw call.
// Render 10,000 trees with 1 draw call
const treeGeometry = new THREE.ConeGeometry(0.5, 2, 8);
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x228b22 });
const instancedTrees = new THREE.InstancedMesh(
treeGeometry,
treeMaterial,
10000 // Number of instances
);
// Position each instance
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
for (let i = 0; i < 10000; i++) {
position.set(
Math.random() * 200 - 100,
0,
Math.random() * 200 - 100
);
matrix.setPosition(position);
instancedTrees.setMatrixAt(i, matrix);
}
instancedTrees.instanceMatrix.needsUpdate = true;
scene.add(instancedTrees);
// 10,000 objects, 1 draw call, 60 FPS!
Performance Impact:
- Before: 10,000 meshes = 15 FPS
- After: 1 InstancedMesh = 60 FPS
- 4x performance improvement
Texture Optimization
Textures consume massive amounts of memory and bandwidth. Optimize them aggressively.
1. Texture Compression (KTX2/Basis Universal)
Before (Uncompressed PNG):
const textureLoader = new THREE.TextureLoader();
const diffuse = textureLoader.load('wall-diffuse-4k.png'); // 25MB!
const normal = textureLoader.load('wall-normal-4k.png'); // 25MB!
const material = new THREE.MeshStandardMaterial({
map: diffuse,
normalMap: normal
});
// Total: 50MB for one material
After (KTX2 Basis Compression):
import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader';
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath('/basis/');
ktx2Loader.detectSupport(renderer);
const diffuse = await ktx2Loader.loadAsync('wall-diffuse-4k.ktx2'); // 2MB!
const normal = await ktx2Loader.loadAsync('wall-normal-4k.ktx2'); // 2MB!
const material = new THREE.MeshStandardMaterial({
map: diffuse,
normalMap: normal
});
// Total: 4MB (92% reduction!)
Compression Savings:
- PNG/JPG: 25MB → KTX2: 2MB
- 92% file size reduction
- 10x faster loading
- GPU decompression (no CPU overhead)
2. Resolution Strategy (Adaptive Quality)
// Detect device capability and adjust texture resolution
function getTextureResolution() {
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const gpuTier = detectGPUTier(); // Use detect-gpu library
if (isMobile || gpuTier === 'low') {
return '1k'; // 1024x1024
} else if (gpuTier === 'medium') {
return '2k'; // 2048x2048
} else {
return '4k'; // 4096x4096
}
}
const resolution = getTextureResolution();
const texture = ktx2Loader.load(`wall-diffuse-${resolution}.ktx2`);
3. Mipmapping Configuration
// Enable mipmaps for smooth distant textures
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
// For UI textures (no mipmaps needed)
uiTexture.generateMipmaps = false;
uiTexture.minFilter = THREE.LinearFilter;
Material and Shader Optimization
Expensive materials tank performance. Choose wisely.
Material Complexity Comparison
| Material | GPU Cost | Use Case | Mobile FPS |
|---|---|---|---|
| MeshBasicMaterial | ⭐ | Unlit, flat colors | 60 FPS |
| MeshLambertMaterial | ⭐⭐ | Simple lighting | 60 FPS |
| MeshPhongMaterial | ⭐⭐⭐ | Specular highlights | 45 FPS |
| MeshStandardMaterial | ⭐⭐⭐⭐ | PBR, realistic | 30 FPS |
| MeshPhysicalMaterial | ⭐⭐⭐⭐⭐ | Advanced PBR | 20 FPS |
Before (Heavy PBR):
// 20 FPS on mobile
const material = new THREE.MeshStandardMaterial({
map: diffuseMap,
normalMap: normalMap,
roughnessMap: roughnessMap,
metalnessMap: metalnessMap,
aoMap: aoMap,
envMap: environmentMap,
envMapIntensity: 1.0
});
After (Simplified):
// 60 FPS on mobile
const material = new THREE.MeshLambertMaterial({
map: diffuseMap
// That's it! Removed 5 texture lookups
});
// Still looks good, 3x faster
Performance Impact:
- Removed: normalMap, roughnessMap, metalnessMap, aoMap, envMap
- FPS: 20 → 60 FPS
- 3x performance improvement
Shader Optimization Tips
// BAD: Expensive per-pixel calculations
const customMaterial = new THREE.ShaderMaterial({
fragmentShader: `
void main() {
// Calculating complex noise per pixel = SLOW
float noise = fbm(vUv * 10.0);
gl_FragColor = vec4(vec3(noise), 1.0);
}
`
});
// GOOD: Pre-compute in vertex shader or texture
const optimizedMaterial = new THREE.ShaderMaterial({
uniforms: {
noiseTexture: { value: precomputedNoiseTexture }
},
fragmentShader: `
uniform sampler2D noiseTexture;
void main() {
float noise = texture2D(noiseTexture, vUv).r;
gl_FragColor = vec4(vec3(noise), 1.0);
}
`
});
Rendering Pipeline Optimization
1. Frustum Culling (Automatic in Three.js)
Three.js automatically culls objects outside the camera view. But you can help:
// Enable frustum culling (enabled by default)
mesh.frustumCulled = true;
// For very large scenes, update bounding sphere
mesh.geometry.computeBoundingSphere();
// Disable for objects you know are always visible (skybox)
skybox.frustumCulled = false;
2. Level of Detail (LOD)
Show detailed models up close, simplified versions far away.
import { LOD } from 'three';
const lod = new LOD();
// High detail (0-50 units away)
const highDetail = new THREE.Mesh(
highPolyGeometry, // 50K polys
highQualityMaterial
);
lod.addLevel(highDetail, 0);
// Medium detail (50-150 units away)
const mediumDetail = new THREE.Mesh(
mediumPolyGeometry, // 15K polys
simplifiedMaterial
);
lod.addLevel(mediumDetail, 50);
// Low detail (150+ units away)
const lowDetail = new THREE.Mesh(
lowPolyGeometry, // 3K polys
basicMaterial
);
lod.addLevel(lowDetail, 150);
scene.add(lod);
// LOD automatically switches based on camera distance
Performance Impact:
- Close-up: 50K polys (detailed)
- Far away: 3K polys (simple)
- Adaptive quality = consistent 60 FPS
3. Occlusion Culling (Manual Implementation)
Don't render objects hidden behind others.
// Simple occlusion culling for buildings
function updateVisibility(camera, buildings) {
const raycaster = new THREE.Raycaster();
buildings.forEach(building => {
raycaster.set(
camera.position,
building.position.clone().sub(camera.position).normalize()
);
const intersects = raycaster.intersectObjects(buildings, false);
// If another building is in front, hide this one
building.visible = (intersects[0]?.object === building);
});
}
// Call in render loop (throttle to every 10 frames for performance)
Loading Optimization
1. Progressive Loading Strategy
// Load critical assets first, defer the rest
async function loadScene() {
// Phase 1: Show something immediately (low-poly preview)
const previewGeometry = new THREE.BoxGeometry(10, 10, 10);
const previewMesh = new THREE.Mesh(
previewGeometry,
new THREE.MeshBasicMaterial({ color: 0xcccccc })
);
scene.add(previewMesh);
// Render immediately
renderer.render(scene, camera);
// Phase 2: Load high-quality model in background
const gltf = await loader.loadAsync('detailed-model.gltf');
// Phase 3: Swap preview with real model
scene.remove(previewMesh);
scene.add(gltf.scene);
}
loadScene();
2. Draco Compression (90% Size Reduction)
# Compress GLTF with Draco (CLI tool)
gltf-pipeline -i model.gltf -o model-draco.gltf -d
# Before: 12MB
# After: 1.2MB (90% reduction!)
// Load Draco-compressed models
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
gltfLoader.load('model-draco.gltf', (gltf) => {
scene.add(gltf.scene);
// Loads 10x faster!
});
3. CDN Optimization (Cloudflare R2 Case Study)
// Serve assets from CDN for global low-latency access
const CDN_BASE = 'https://assets.hyperyond.com';
const loader = new GLTFLoader();
loader.load(`${CDN_BASE}/models/product.gltf`, (gltf) => {
scene.add(gltf.scene);
});
// Cloudflare R2 advantages:
// - Global edge network (low latency worldwide)
// - Free egress (no bandwidth charges)
// - Automatic compression
// - Result: 3-5x faster loading vs origin server
Memory Management (Critical for Mobile)
Memory leaks will crash your app on mobile. Dispose properly.
The Disposal Pattern
import { useEffect } from 'react';
function ThreeComponent() {
useEffect(() => {
// Setup
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial();
const texture = textureLoader.load('texture.jpg');
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
// Cleanup function
return () => {
// CRITICAL: Dispose everything!
geometry.dispose();
material.dispose();
texture.dispose();
// Remove from scene
scene.remove(mesh);
// Dispose renderer when unmounting entire scene
renderer.dispose();
renderer.forceContextLoss();
};
}, []);
return <canvas ref={canvasRef} />;
}
Memory Leak Checklist:
- ✅ Dispose geometries
- ✅ Dispose materials
- ✅ Dispose textures
- ✅ Remove event listeners
- ✅ Cancel animation frames
- ✅ Dispose renderer on unmount
Mobile-Specific Optimizations
1. Pixel Ratio Adjustment
// Don't render at 3x pixel ratio on iPhone—waste of GPU
const pixelRatio = Math.min(window.devicePixelRatio, 2);
renderer.setPixelRatio(pixelRatio);
// Before: iPhone renders at 3x = 9x pixels
// After: iPhone renders at 2x = 4x pixels
// Result: 2x faster with no visible quality loss
2. Adaptive Quality Based on FPS
let currentQuality = 'high';
let frameCount = 0;
let lastTime = performance.now();
function adaptiveQuality() {
frameCount++;
if (frameCount % 60 === 0) { // Check every 60 frames
const now = performance.now();
const fps = 60000 / (now - lastTime);
lastTime = now;
if (fps < 30 && currentQuality === 'high') {
// Drop to medium quality
currentQuality = 'medium';
renderer.setPixelRatio(1);
reduceShadowQuality();
disablePostProcessing();
} else if (fps > 55 && currentQuality === 'medium') {
// Upgrade to high quality
currentQuality = 'high';
renderer.setPixelRatio(2);
increaseShadowQuality();
enablePostProcessing();
}
}
}
function animate() {
adaptiveQuality();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
3. Battery-Saving Mode
// Detect low battery and reduce quality
if ('getBattery' in navigator) {
navigator.getBattery().then(battery => {
if (battery.level < 0.2) {
// Low battery: reduce quality
renderer.setPixelRatio(1);
targetFPS = 30; // Reduce from 60
disableShadows();
useSimpleMaterials();
}
battery.addEventListener('levelchange', () => {
// Adjust quality based on battery level
});
});
}
Case Study: Product Configurator Optimization
Client: Furniture e-commerce platform
Challenge: 3D chair configurator lagging at 15 FPS on mobile
Initial Performance:
- FPS: 15 FPS (iPhone 12)
- Load time: 12 seconds
- Bundle size: 15MB
- Poly count: 100K triangles
- Bounce rate: 65%
Optimizations Applied:
| Optimization | Before | After | Improvement |
|---|---|---|---|
| Polygon reduction | 100K polys | 25K polys | -75% |
| Draco compression | 12MB model | 2MB model | -83% |
| Texture compression | 8MB PNG | 1MB KTX2 | -87% |
| Material simplification | MeshStandard | MeshLambert | -60% GPU |
| LOD system | None | 3 levels | -50% polys avg |
| Instanced rendering | N/A | Accessories | -80% draw calls |
Final Performance:
- FPS: 60 FPS (iPhone 12) - 300% improvement
- Load time: 3 seconds - 75% faster
- Bundle size: 3MB - 80% smaller
- Poly count: 25K (adaptive LOD)
- Bounce rate: 39% - 40% reduction
- Conversion rate: +35% - Massive business impact
Code Before:
// Unoptimized chair model
loader.load('chair-100k.gltf', (gltf) => {
scene.add(gltf.scene); // 15 FPS
});
Code After:
// Optimized with Draco, LOD, and material simplification
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
loader.setDRACOLoader(dracoLoader);
loader.load('chair-25k-draco.gltf', (gltf) => {
const lod = new LOD();
// High detail (close-up)
lod.addLevel(gltf.scene, 0);
// Medium detail (far)
const simplified = gltf.scene.clone();
reduceMaterialQuality(simplified);
lod.addLevel(simplified, 50);
scene.add(lod); // 60 FPS!
});
function reduceMaterialQuality(object) {
object.traverse((child) => {
if (child.isMesh && child.material.isMeshStandardMaterial) {
// Replace PBR with simple Lambert
child.material = new THREE.MeshLambertMaterial({
map: child.material.map
});
}
});
}
Performance Budget Example
Set targets and stick to them.
Desktop Budget
Initial Load: <2s
Time to Interactive: <3s
JavaScript: <500KB
3D Assets: <5MB
FPS: 60 (constant)
Draw Calls: <100
Poly Count: <500K
Memory: <200MB
Mobile Budget
Initial Load: <5s
Time to Interactive: <7s
JavaScript: <300KB
3D Assets: <2MB
FPS: 30-60
Draw Calls: <30
Poly Count: <50K
Memory: <50MB
Debugging Performance Issues
Identifying Bottlenecks
// Add timing to identify slow operations
console.time('Model Loading');
await loader.loadAsync('model.gltf');
console.timeEnd('Model Loading');
console.time('Geometry Processing');
processGeometry(geometry);
console.timeEnd('Geometry Processing');
console.time('Render Frame');
renderer.render(scene, camera);
console.timeEnd('Render Frame');
// Check draw calls
console.log('Draw calls:', renderer.info.render.calls);
console.log('Triangles:', renderer.info.render.triangles);
console.log('Geometries:', renderer.info.memory.geometries);
console.log('Textures:', renderer.info.memory.textures);
Common Issues and Fixes
| Symptom | Likely Cause | Solution |
|---|---|---|
| Low FPS everywhere | Too many polygons | Reduce poly count, use LOD |
| Low FPS on mobile only | High pixel ratio | Cap at 2x, use adaptive quality |
| Slow loading | Large assets | Draco compression, CDN |
| Memory growing over time | Memory leaks | Dispose geometries/materials |
| Stuttering during render | Too many draw calls | Merge geometries, use instancing |
| Slow on mid-range GPUs | Expensive materials | Simplify materials, reduce maps |
Advanced Techniques
1. Web Workers for Heavy Computation
// Offload geometry processing to Web Worker
const worker = new Worker('geometry-worker.js');
worker.postMessage({ vertices: largeVertexArray });
worker.onmessage = (e) => {
const processedVertices = e.data.vertices;
geometry.setAttribute('position', new THREE.Float32BufferAttribute(processedVertices, 3));
};
2. WebGPU Migration Path (2026-2026)
// Three.js now supports WebGPU (Chrome 113+)
import WebGPU from 'three/examples/jsm/capabilities/WebGPU';
import WebGPURenderer from 'three/examples/jsm/renderers/webgpu/WebGPURenderer';
if (WebGPU.isAvailable()) {
renderer = new WebGPURenderer();
// 20-40% faster than WebGL on supported devices
} else {
renderer = new THREE.WebGLRenderer();
}
Performance Optimization Checklist
Before launching your WebGL experience, verify:
Geometry
- ✅ Models under 50K polygons (mobile target)
- ✅ Draco compression enabled
- ✅ LOD system implemented for large scenes
- ✅ Geometry merging for static objects
- ✅ Instanced rendering for repeated objects
Textures
- ✅ Power-of-two dimensions (256, 512, 1024, 2048)
- ✅ KTX2/Basis compression for all textures
- ✅ Adaptive resolution based on device
- ✅ Mipmaps enabled for 3D textures
- ✅ Textures under 2MB per material (mobile)
Materials
- ✅ Use simplest material that looks good
- ✅ Limit to 3-5 texture maps per material
- ✅ Avoid transparent materials (expensive)
- ✅ Share materials across multiple meshes
Rendering
- ✅ Frustum culling enabled
- ✅ Pixel ratio capped at 2x
- ✅ Draw calls under 30 (mobile) / 100 (desktop)
- ✅ Shadow maps optimized or disabled on mobile
- ✅ Post-processing disabled on low-end devices
Memory
- ✅ All resources disposed on unmount
- ✅ Textures and geometries reused where possible
- ✅ Memory usage under 50MB (mobile)
Loading
- ✅ Progressive loading implemented
- ✅ Assets served from CDN
- ✅ Gzip/Brotli compression enabled
- ✅ Loading screen with progress indicator
Why Choose Hyperyond for WebGL Development
At Hyperyond, we build production-ready WebGL experiences that achieve 60 FPS even on mid-range mobile devices. Our expertise combines deep technical knowledge with real-world optimization experience.
Our WebGL Track Record:
- ✅ 12+ WebGL/Three.js projects shipped to production
- ✅ 60 FPS guarantee on target devices
- ✅ Mobile-first optimization - 70% of users on mobile
- ✅ Real case studies with before/after metrics
- ✅ Full-stack integration - WebGL + backend + deployment
Technologies We Master:
- Three.js, React Three Fiber, WebGPU
- GLSL shader programming
- Geometry optimization pipelines
- CDN deployment (Cloudflare R2)
- Performance monitoring and profiling
Why Partner with Hyperyond:
- 🌐 Cost-Effective: 60-70% savings vs US/EU teams
- ⚡ Performance-First: All projects achieve 60 FPS targets
- 📱 Mobile Expertise: Deep experience optimizing for mobile
- 🎯 Business Focus: Performance = conversions (proven +35% uplift)
- 🔧 Complete Solutions: Design → Development → Optimization → Deployment
We don't just build 3D experiences—we build the technology behind high-performance WebGL applications that drive real business results.
Conclusion
WebGL performance optimization in 2026 is about smart trade-offs: visual quality vs frame rate, file size vs load time, features vs compatibility. The goal isn't perfection—it's 60 FPS on the devices your users actually have.
Key Takeaways:
- 📊 Measure first: Use profiling tools to find real bottlenecks
- 🎯 Set budgets: Poly count, texture memory, draw calls
- 📱 Mobile-first: Optimize for mid-range mobile devices
- 🔄 Adaptive quality: Detect device capabilities and adjust
- 💾 Compression: Draco for models, KTX2 for textures
- 🎨 Material wisdom: Simplest material that looks good wins
- 🧹 Dispose properly: Prevent memory leaks on mobile
Ready to optimize your WebGL application or build a new high-performance 3D experience? Hyperyond specializes in performance-critical WebGL development that achieves 60 FPS on real-world devices.
Let's build something fast:
- 📧 Email: [email protected]
- 🌐 Website: hyperyond.com
- 💬 Free consultation: Performance audit and optimization roadmap
Related Resources
Continue Learning:
- Complete Web3D Development Guide
- WebAR Development Trends 2026
- React Performance Optimization
- 2026 Web Development Trends
Tools and Libraries:
Optimized for performance by Hyperyond—your creative technology partner specializing in high-performance WebGL, Three.js, and 3D web experiences.
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