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Genarrative/.hermes/plugins/game-studio/references/webgl-debugging-and-performance.md

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WebGL Debugging and Performance

Use this reference when a browser 3D scene is visually wrong, unstable, or slower than expected.

Primary tools

  • SpectorJS for frame capture, pipeline inspection, draw-call review, and shader debugging.
  • Browser performance tooling for main-thread work, asset decode stalls, and memory pressure.
  • Engine-native debug views and stats surfaces where available.

What to inspect first

  • draw-call count
  • shader compilation churn
  • texture memory pressure
  • geometry count and material count
  • post-processing cost
  • asset decode and streaming stalls
  • WebGL context loss or fallback behavior

Common causes of poor performance

  • too many unique materials
  • oversized textures
  • heavy GLB assets loaded without optimization
  • complex post-processing on top of an already expensive scene
  • physics and render state fighting for ownership
  • React and scene state updating each other too frequently in React-hosted 3D apps

Debugging rules

  • Capture first, then guess.
  • Reduce the scene until the perf cliff becomes obvious.
  • Disable post-processing before rewriting core scene code.
  • Verify the asset pipeline before blaming the renderer.
  • Treat context-loss handling as a browser requirement, not an edge case.