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type: synthesisconfidence: highupdated: 2026-08-02sources: 5

Comparison

Four techniques from four different raw sources all trade something for frame-rate or battery life. None of them is free, and they interact:

Technique What it saves What it costs Primary page
Merge geometry / instancing Draw-call count (~19,000 โ†’ 1 in the globe example; 20fps โ†’ 60fps) Per-object independence โ€” merged objects can't move or be removed individually without re-splitting performance
Render on demand Continuous GPU work and battery on idle frames Extra bookkeeping (reentrancy guards for damped controls, explicit renders after async loads) performance
Responsive/HD-DPI sizing GPU pixel-fill work (rendering at 1x instead of up to 9x on high-DPI mobile) Visual crispness, if left at 1x responsive rendering
Post-processing passes โ€” (this one costs, never saves) An extra full-screen render per pass, layered on top of everything else post processing
HTML overlay occlusion (raycasting) Correctness (hides labels behind objects) Per-label raycast cost, worse than the naive "always show" version performance

Analysis

The four raw sources converge on one underlying idea: the fastest thing to render is the thing you don't render, or render less often. Concretely:

  • Fewer draw calls beats fewer triangles. The globe example didn't get from 20fps to 60fps by simplifying box geometry โ€” it got there by merging ~19,000 separate Mesh draw calls into one, using BufferGeometryUtils.mergeGeometries. Per-object color survived the merge via vertex-color attributes rather than per-mesh materials. See performance for the full before/after code and the general principle (trees, rocks, fences, voxel chunks).
  • Frame rate you don't need is pure waste. performance's render-on-demand section and responsive rendering's HD-DPI section are the same argument at two different layers: don't compute frames nobody will see the difference in (render-on-demand), and don't compute pixels at a resolution the GPU can't afford (manual devicePixelRatio scaling instead of blindly enabling renderer.setPixelRatio). Both explicitly call out mobile GPUs and battery life as the reason this matters more than it looks.
  • Every "correctness" feature has a shadow cost. OrbitControls damping requires a render-on-demand app to add a reentrancy guard (requestRenderIfNotRequested) or it infinite-loops. HTML label occlusion requires either a per-label raycast (slow) or, for the sphere-anchored special case, a cheap dot-product shortcut that only works because the geometry is a unit sphere. Post-processing is the most literal version of this: it is pure added cost (an extra full-screen pass per effect) purchased for visual quality, and it must be resized in lockstep with the renderer and camera or it silently renders at the wrong resolution.
  • The techniques compose, and composing them is where bugs live. The rendering-on-demand pattern is explicitly built on top of the responsive-design resize function (resizeRendererToDisplaySize) from a separate article, and the merged-geometry globe example is explicitly built on top of the render-on-demand pattern (rendering once after data/texture load rather than continuously). Post-processing needs the same resize discipline as the base renderer, just at the EffectComposer layer (composer.setSize) instead of the renderer layer. Each layer that's added โ€” merging, on-demand rendering, HD-DPI scaling, post-processing, HTML overlays โ€” needs its own resize/update hook wired into the same render loop, and skipping one hook while adding the next layer is the most common way these techniques silently stop working together.

Recommendations

  1. Start with responsive sizing correctly, before anything else. Every technique below assumes resizeRendererToDisplaySize (from responsive rendering) is already wired into the render loop and gates the camera's aspect/updateProjectionMatrix() update. Decide deliberately whether to render at devicePixelRatio (crisper, up to 9x the pixel cost on high-DPI mobile) or at 1x (cheaper, browser upscales) โ€” don't default to renderer.setPixelRatio() if the app will ever need its literal drawing-buffer size for post-processing, gl_FragCoord shaders, screenshots, or GPU picking.
  2. Default to rendering continuously only if the scene is actually animating every frame. Otherwise, render once and wire re-renders to real triggers: OrbitControls' change event, window's resize event, async load completions, and GUI/input changes โ€” all funneled through a single requestRenderIfNotRequested-style guard so damped controls can't create an infinite loop.
  3. When a scene has "lots of" anything (hundreds to tens of thousands of similar small objects), merge before optimizing anything else. Bake per-instance transforms into geometry with applyMatrix4 via a small reusable helper hierarchy, merge with BufferGeometryUtils.mergeGeometries, and recover per-instance color via vertex-color attributes rather than per-mesh materials. Only give up single-mesh merging for the subset of objects that genuinely need independent runtime movement or removal.
  4. Add post-processing last, and budget it deliberately. Each Pass is an extra full-screen render โ€” decide which effects earn their cost, keep RenderPass/OutputPass as the fixed bookends, and remember composer.setSize() must be called anywhere renderer.setSize()/camera aspect already are.
  5. For HTML-anchored labels, match the occlusion technique to the scene's shape, not the other way around. Use the cheap dot-product visibility test when anchors sit on a shared sphere/known surface; fall back to raycasting-based occlusion (accepting its cost) only when objects are arbitrary and overlapping; use a data-driven filter (e.g. area/importance threshold) to cap total label count before worrying about per-label occlusion cost at all.

Pages Compared

performance, responsive rendering, post processing, controls, raycasting and picking, threejs overview