Upload the model behind your scene to find what's tanking your frame rate.
Drop a 3D model to grade it
or click to browse — GLB or glTF, up to 300 MB. It's graded in your browser; the file never leaves your device.
When an R3F scene stutters, the model is usually the cause: too many draw calls, dense geometry, or textures that exhaust GPU memory. The analyzer surfaces these instantly so you stop guessing in the profiler.
Draw calls are the classic bottleneck — every separate material and mesh adds CPU overhead. Merging geometry that shares a material and using texture atlases is often the biggest single win.
After that it's geometry density and texture memory. The analyzer estimates draw calls and reports both, so you know where to focus before touching code.
Most R3F performance work is asset work, not code. Get the model lean — fewer draw calls, compressed textures, sensible triangle counts — and instancing, frustum culling and the rest of your tuning suddenly pays off.
We'll rework the heavy assets in your Three.js / R3F project — draw calls, geometry, textures — so the scene hits its frame-rate target. Free review and quote.
Draco/Meshopt geometry, KTX2 textures and clean decimation — without visible quality loss.
Optimized to load fast and render smoothly on phones, not just high-end desktops.
We protect silhouettes, UVs and materials so the model still looks like your model.
Most often the loaded model: high draw calls, too many triangles, or large uncompressed textures. The analyzer measures all three from your GLB.
For smooth mobile rendering, keep it under ~50 where you can. Hundreds of draw calls will bottleneck the CPU regardless of how fast your GPU is.