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Get Started Free →Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-12 | ✗→✓ | ▲ Improved | -35% | 0% |
| case-18 | ✗→✓ | ▲ Improved | -24% | 0% |
| case-19 | ✗→✓ | ▲ Improved | -11% | 0% |
| case-14 | ✓→✓ | = Same ✓ | -12% | 0% |
| case-04 | ✓→✓ | = Same ✓ | -7% | 0% |
Measure before changing behavior, then validate the same gameplay path after every optimization.
Choose a deterministic representative encounter and record device, viewport, quality level, player position, enemies, active effects, frame-time sample, draw calls, triangles, texture count, and warnings. Compare like with like.
Reuse geometry/materials, pool transient effects, cull inactive/offscreen work, throttle noncritical UI updates, cap particle counts, avoid per-frame allocation, and update only changed transforms. Keep render quality settings explicit and reversible. Degrade decorative effects before combat readability or controls.
Re-run the original encounter and verify frame time, visual correctness, collision/contact behavior, memory stability, mobile controls, reduced motion, and console health. Close temporary servers, benchmarks, and browser tabs once they are no longer needed.
Other measured skills in the registry, with their headline benchmark lift.