Three.js / R3F

Fix Three.js & React Three Fiber performance

Upload the model behind your scene to find what's tanking your frame rate.

Why teams trust it
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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.

The usual Three.js performance killers

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.

From asset to 60fps

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.

Done-for-you optimization

Want your scene's models optimized?

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.

Typically 70–90% smaller

Draco/Meshopt geometry, KTX2 textures and clean decimation — without visible quality loss.

Built for web & mobile

Optimized to load fast and render smoothly on phones, not just high-end desktops.

You keep the visuals

We protect silhouettes, UVs and materials so the model still looks like your model.

Grade your model firstFree quote · no commitment
FAQ

Frequently asked questions

Why is my React Three Fiber scene slow?

Most often the loaded model: high draw calls, too many triangles, or large uncompressed textures. The analyzer measures all three from your GLB.

How many draw calls is too many?

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.