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.
下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o r3f-performance.zip https://jpskill.com/download/23512.zip && unzip -o r3f-performance.zip && rm r3f-performance.zip
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/23512.zip -OutFile "$d\r3f-performance.zip"; Expand-Archive "$d\r3f-performance.zip" -DestinationPath $d -Force; ri "$d\r3f-performance.zip"
完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。
💾 手動でダウンロードしたい(コマンドが難しい人向け)
- 1. 下の青いボタンを押して
r3f-performance.zipをダウンロード - 2. ZIPファイルをダブルクリックで解凍 →
r3f-performanceフォルダができる - 3. そのフォルダを
C:\Users\あなたの名前\.claude\skills\(Win)または~/.claude/skills/(Mac)へ移動 - 4. Claude Code を再起動
⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。
🎯 このSkillでできること
下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。
📦 インストール方法 (3ステップ)
- 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
- 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
- 3. 展開してできたフォルダを、ホームフォルダの
.claude/skills/に置く- · macOS / Linux:
~/.claude/skills/ - · Windows:
%USERPROFILE%\.claude\skills\
- · macOS / Linux:
Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。
詳しい使い方ガイドを見る →- 最終更新
- 2026-05-18
- 取得日時
- 2026-05-18
- 同梱ファイル
- 1
📖 Claude が読む原文 SKILL.md(中身を展開)
この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。
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:
| Phase | Target | Notes |
|---|---|---|
| JavaScript | < 4ms | useFrame logic, state updates |
| GPU Render | < 10ms | Draw calls, shaders |
| Compositing | < 2ms | Post-processing, overlays |
| Buffer | ~1ms | Safety 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
| Technique | Draw Calls | When to Use |
|---|---|---|
| Instancing | 1 per unique mesh | 100+ identical objects |
| Merged geometry | 1 per merged batch | Static scene parts |
| Texture atlases | Fewer materials | Many similar textures |
| LOD | Reduces complexity | Large/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
| Symptom | Likely Cause | Fix |
|---|---|---|
| Low FPS, high draw calls | Too many meshes | Instance, merge, or LOD |
| Low FPS, few draw calls | Heavy shaders/materials | Simplify shaders, use cheaper materials |
| Stuttering on load | Large assets | Lazy load, compress, use LOD |
| Memory growth | No disposal | Dispose on unmount |
| Mobile issues | High DPR, AA | Limit 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 DevToolsreferences/mobile-optimization.md— Mobile-specific optimizationreferences/large-scenes.md— Handling 100k+ object scenes