threejs-errors-performance

threejs-errors-performance is a skill for Claude Code, Codex from Impertio-Studio/Three.js-Claude-Skill-Package. It costs 127 tokens per session (3,342 once invoked), scanned A, original, MIT.

A guide to finding and fixing performance problems in Three.js scenes, such as low frame rates, memory leaks, and excessive graphics work. Three.js is a JavaScript library for displaying 3D graphics in a web browser.

In plain words
What is it for?
Use it to inspect renderer statistics, diagnose memory growth, reduce draw calls and geometry, clean up unused resources, and optimise repeated objects.
Why use it?
It gives developers a way to identify whether the slowdown comes from too many objects, triangles, textures, JavaScript work, or the graphics processor.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance
Any agent
npx skills add Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-errors-performance
Clone the repo
git clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-Package

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for threejs-errors-performance

README.md
[![agentmods](https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance.svg)](https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance)
Your own site
<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance.svg" alt="Measured on agentmods" height="20"></a>
Per session 127 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,342 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00127 $0.03342
Opus 5 $0.00063 $0.01671
Sonnet 5 $0.00025 $0.00668
Haiku 4.5 $0.00013 $0.00334

Measured 5d ago against content hash 5a754c534a77, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

threejs-errors-performance scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/source/threejs-errors/threejs-errors-performance/SKILL.md · 405 lines

How it starts

The opening of the file, as written. The whole thing — 405 lines — stays where its author put it; the contents beside it link to each section on GitHub.

threejs-errors-performance

Performance Diagnosis Flowchart

Scene is slow / low FPS
│
├─ Check renderer.info.render.calls
│  ├─ > 200 draw calls ──────────────── Go to: Draw Call Optimization
│  └─ < 200 draw calls
│
├─ Check renderer.info.memory
│  ├─ geometries/textures growing ──── Go to: Memory Leak Diagnosis
│  └─ stable counts
│
├─ Check renderer.info.render.triangles
│  ├─ > 2M triangles ────────────────── Go to: Geometry Optimization (LOD, merge)
│  └─ < 2M triangles
│
├─ Check GPU load (DevTools Performance tab)
│  ├─ GPU-bound (long GPU tasks) ───── Go to: Shader / Material Optimization
│  └─ CPU-bound (long JS tasks) ────── Go to: CPU Optimization
│
└─ Check Stats.js memory panel
   ├─ JS heap growing ─────────────── Go to: JavaScript Object Leaks
   └─ Heap stable ──────────────────── Profile specific bottleneck

Quick Reference

renderer.info: Your First Diagnostic Tool

import * as THREE from 'three';

// ALWAYS check renderer.info when diagnosing performance
console.log(renderer.info.render);
// { calls: number, triangles: number, points: number, lines: number, frame: number }

console.log(renderer.info.memory);
// { geometries: number, textures: number }

console.log(renderer.info.programs);
// Array of compiled shader programs (length = unique material combinations)

Rule: If renderer.info.memory.geometries or renderer.info.memory.textures grows continuously over time, you have a memory leak. ALWAYS monitor these values during development.

Stats.js: FPS and Memory Monitoring

import Stats from 'three/addons/libs/stats.module.js';

const stats = new Stats();
stats.showPanel(0); // 0 = FPS, 1 = MS per frame, 2 = MB heap
document.body.appendChild(stats.dom);

function animate() {
  stats.begin();
  renderer.render(scene, camera);
  stats.end();
  requestAnimationFrame(animate);
}

Performance Budgets

Metric Target (60 FPS) Warning Critical
Draw calls < 100 100-500 > 500
Triangles < 1M 1M-3M > 3M
Textures (GPU) < 50 50-200 > 200
Shader programs < 20 20-50 > 50
Frame time < 16.6ms 16.6-33ms > 33ms

Read the full file on GitHub · 405 lines

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 405 lines · 127 tokens per session scan A 5a754c534a77

Subscribe to this mod's changes

threejs-errors-performance is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (11 stars, last pushed 1mo ago), licensed MIT. It adds 127 tokens to every session and 3,342 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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