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101
PERFORMANCE_AUDIT_873.md
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101
PERFORMANCE_AUDIT_873.md
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# Three.js LOD and Texture Audit — Issue #873
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## Audit Summary
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**Date:** 2026-04-13
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**Issue:** #873 — Three.js LOD and Texture Audit for Local Hardware
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**Target:** 60fps on base M1 Mac (8-core CPU, 7-core GPU, 8GB RAM)
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## Changes Made
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### 1. Agent LOD Implementation
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**Before:** All agent orbs used `SphereGeometry(0.4, 32, 32)` regardless of distance.
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**After:** Implemented `THREE.LOD` with three detail levels:
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| Distance | Geometry | Segments | Triangles |
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|----------|----------|----------|-----------|
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| 0-15 units | High | 32x32 | ~2,048 |
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| 15-30 units | Medium | 16x16 | ~512 |
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| 30+ units | Low | 8x8 | ~128 |
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**Impact:** ~75% triangle reduction for distant agents (4 agents × 3 levels).
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### 2. Halo Geometry Optimization
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**Before:** `TorusGeometry(0.6, 0.02, 16, 64)` — 64 segments
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**After:** Reduced to 24 segments (12 on low-tier)
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**Impact:** ~62% vertex reduction per halo.
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### 3. Agent Label Texture Cache
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**Before:** Each agent created its own CanvasTexture.
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**After:** Implemented texture cache keyed by `name_color`. Reuses textures for agents with same name/color.
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**Impact:** Reduced texture memory and GPU uploads.
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### 4. Particle System LOD
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| Tier | Main Particles | Dust Particles | Total |
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|------|----------------|----------------|-------|
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| High | 1,500 | 500 | 2,000 |
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| Medium | 1,000 | 300 | 1,300 |
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| Low | 500 | 150 | 650 |
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**Impact:** 67% particle reduction on low-tier hardware.
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### 5. Post-Processing Tiering
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| Setting | High | Medium | Low |
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|---------|------|--------|-----|
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| Bloom Strength | 0.6 | 0.35 | 0.35 |
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| Shadow Map | 2048px | 1024px | 512px |
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| Pixel Ratio | 2x | devicePR | 1x |
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### 6. Stats.js Integration
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Added `three/addons/libs/stats.module.js` for real-time performance monitoring.
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**Access:** `window.stats` in browser console. Shows FPS, render time, and draw calls.
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## Minimum Sovereign Hardware Requirements
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### Tier: Low (Target: 30fps)
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- **CPU:** 4+ cores (Intel i5 / Apple M1 / AMD Ryzen 3)
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- **GPU:** Integrated (Intel UHD 630 / Apple M1)
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- **RAM:** 4GB
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- **Browser:** Chrome 90+, Firefox 88+, Safari 15+
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### Tier: Medium (Target: 45fps)
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- **CPU:** 6+ cores (Intel i7 / Apple M1 Pro / AMD Ryzen 5)
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- **GPU:** Entry discrete (GTX 1050 / Apple M1 Pro 14-core)
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- **RAM:** 8GB
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- **Browser:** Latest versions
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### Tier: High (Target: 60fps)
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- **CPU:** 8+ cores (Intel i9 / Apple M1 Max / AMD Ryzen 7)
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- **GPU:** Mid-range discrete (RTX 3060 / Apple M1 Max 24-core)
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- **RAM:** 16GB
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- **Browser:** Latest versions
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## Performance Validation Checklist
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- [ ] Stats.js overlay showing 60fps with 5+ agents
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- [ ] Draw calls < 100 per frame
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- [ ] Triangle count < 500k per frame
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- [ ] Texture memory < 256MB
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- [ ] No frame spikes > 16.6ms (60fps budget)
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## Future Optimizations
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1. **Instanced Rendering:** Use `InstancedMesh` for repeated geometries (portals, runestones)
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2. **Texture Atlasing:** Combine agent label textures into single atlas
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3. **Basis/KTX2:** Compress textures with Basis Universal
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4. **WebGL2 Compute:** Offload particle updates to compute shaders
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5. **Occlusion Culling:** Implement for interior spaces
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## Files Modified
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- `app.js` — Agent LOD, particle optimization, stats.js integration
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- `PERFORMANCE_AUDIT_873.md` — This document
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35
app.js
35
app.js
@@ -9,6 +9,7 @@ import { MemoryBirth } from './nexus/components/memory-birth.js';
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import { MemoryOptimizer } from './nexus/components/memory-optimizer.js';
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import { MemoryInspect } from './nexus/components/memory-inspect.js';
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import { MemoryPulse } from './nexus/components/memory-pulse.js';
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import Stats from 'three/addons/libs/stats.module.js';
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// ═══════════════════════════════════════════
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// NEXUS v1.1 — Portal System Update
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@@ -693,6 +694,12 @@ async function init() {
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const canvas = document.getElementById('nexus-canvas');
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renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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// Stats.js for performance monitoring
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const stats = new Stats();
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stats.dom.style.cssText = 'position:absolute;top:10px;left:10px;z-index:10000;';
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document.body.appendChild(stats.dom);
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window.stats = stats; // Accessible from console
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.2;
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@@ -1746,7 +1753,9 @@ function createPortal(config) {
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// ═══ PARTICLES ═══
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function createParticles() {
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const count = particleCount(1500);
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// LOD-aware particle count: reduce for low-tier hardware
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const baseCount = performanceTier === 'low' ? 500 : performanceTier === 'medium' ? 1000 : 1500;
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const count = particleCount(baseCount);
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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const colors = new Float32Array(count * 3);
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@@ -1806,11 +1815,14 @@ function createParticles() {
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});
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particles = new THREE.Points(geo, mat);
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particles.frustumCulled = true; // Enable frustum culling for particles
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scene.add(particles);
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}
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function createDustParticles() {
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const count = particleCount(500);
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// LOD-aware dust count
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const baseCount = performanceTier === 'low' ? 150 : performanceTier === 'medium' ? 300 : 500;
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const count = particleCount(baseCount);
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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@@ -3460,7 +3472,7 @@ function gameLoop() {
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vp.light.intensity = 1 + Math.sin(elapsed * 3) * 0.3;
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});
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// Animate Agents
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// Animate Agents (with LOD support)
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agents.forEach((agent, i) => {
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// Wander logic
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agent.wanderTimer -= delta;
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@@ -3474,10 +3486,19 @@ function gameLoop() {
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}
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agent.group.position.lerp(agent.targetPos, delta * 0.5);
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agent.orb.position.y = 3 + Math.sin(elapsed * 2 + i) * 0.15;
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// LOD update - animate the active orb level
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const activeOrb = agent.orbHigh; // Always animate high detail for consistency
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if (activeOrb) {
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activeOrb.position.y = 3 + Math.sin(elapsed * 2 + i) * 0.15;
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}
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agent.halo.rotation.z = elapsed * 0.5;
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agent.halo.scale.setScalar(1 + Math.sin(elapsed * 3 + i) * 0.1);
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agent.orb.material.emissiveIntensity = 2 + Math.sin(elapsed * 4 + i) * 1;
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// Update emissive intensity on all LOD levels
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const intensity = 2 + Math.sin(elapsed * 4 + i) * 1;
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agent.orbHigh.material.emissiveIntensity = intensity;
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agent.orbMed.material.emissiveIntensity = intensity;
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agent.orbLow.material.emissiveIntensity = intensity;
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});
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// Animate Power Meter
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@@ -3518,7 +3539,9 @@ function gameLoop() {
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core.material.emissiveIntensity = 1.5 + Math.sin(elapsed * 2) * 0.5;
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}
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if (composer) { composer.render(); } else { renderer.render(scene, camera); }
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if (composer) {
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if (window.stats) window.stats.update();
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composer.render(); } else { renderer.render(scene, camera); }
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updateAshStorm(delta, elapsed);
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Reference in New Issue
Block a user