Three.js profiling and cleanup
Finds why rendering becomes slower or GPU memory grows after scene changes. It tracks resources by owner and releases only those no longer used by another visible object.
threejs-profiling-cleanup
See how it helpsWhen is it useful?
Use when 3D performance degrades after loading and unloading levels.
What does it help you do?
- Separates CPU, draw-call, pixel and asset-decoding costs.
- Tracks geometries, textures, materials and render targets by owner.
- Releases only unneeded resources and compares repeated load cycles.
Try asking this
Our space game leaks memory whenever the ship showroom opens. Repeat opening and closing it twenty times, record textures, geometries and render targets, then fix the owner that retains them. Compare the same ship view and ensure shared cockpit textures still render.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Three.js — profiling cleanup
Use when diagnosing Three.js memory growth, GPU cost, frame stalls or lifecycle leaks.
Version and project gate
Inspect Three.js revision, renderer/backend, addons import style, bundler, color-management conventions, animation loop owner, scene scale, glTF/decoder versions and existing physics wrapper. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Reproduce the busy route and record renderer statistics and available browser profiling evidence. Separate CPU work, draw submission, pixel cost and asset decoding. Track geometries, materials, render targets and textures by owner, including generated environment maps. Compare repeated load/unload cycles.
Deliver
A bottleneck explanation and resource disposal change backed by a stable repeated scenario. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Blindly disposing every traversed material can break another scene; high pixel ratio can multiply fragment work without improving useful detail.
Acceptance scenario
Reload the level repeatedly, vary rendering resolution and confirm the same resources remain alive only where still referenced. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Vex. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
