11 KiB
Map Performance Notes
This document tracks the current map-rendering performance pass.
Current Runtime Path
public/map.jsonis the source of map transforms.src/world/GameMap.tsxrenders regular visual map nodes.src/world/vegetation/VegetationSystem.tsxalready instances dense vegetation.src/world/map-instancing/MapInstancingSystem.tsxinstances selected repeated static map assets.src/world/GameMapCollision.tsxkeeps terrain collision separate for the player octree.
Draw-Call Bottlenecks Found
The first performance bottleneck was draw calls. Some assets were exported as many small GLTF primitives even when they used only a few materials.
| Model | Instances | Meshes / primitives | Notes |
|---|---|---|---|
generateur |
3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
lafabrik |
4 | 56 | Moderate draw calls, heavy 2048 texture set. |
ecole |
1 | 107 | One material but many primitives; should be merged. |
fermeverticale |
3 | 1 | Geometry is fine; textures are large for the visible complexity. |
generateur was especially expensive because three visible instances could multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
Runtime Merge Pass
InstancedMapAsset now groups source meshes by material and compatible geometry attributes before creating THREE.InstancedMesh objects. This reduces the runtime draw groups even when the source GLTF is exported as many small meshes.
Estimated source primitive count versus runtime merged groups:
| Model | Source primitives | Runtime merged groups |
|---|---|---|
generateur |
3152 | 8 |
ecole |
107 | 2 |
eolienne |
118 | 8 |
lafabrik |
56 | 14 |
This is a code-side safety net, not a replacement for clean asset exports. Clean GLB exports with merged meshes and fewer textures remain the preferred long-term path.
Current Triangle Bottleneck
After the runtime merge pass, draw calls can drop dramatically, but FPS can still stay low because the scene now remains triangle-bound. A debug capture after the merge showed roughly:
138 draw calls
~69.6M triangles
~10 FPS
That means the renderer is no longer mostly blocked by draw-call submission. It is mostly drawing too many visible triangles.
Estimated triangle contribution from map.json instance counts:
| Model | Instances | Triangles each | Estimated total triangles |
|---|---|---|---|
buisson |
646 | 37 500 | ~24.2M |
champdesoja |
1181 | 16 268 | ~19.2M |
arbre |
291 | 38 906 | ~11.3M |
champdeble |
1307 | 6 260 | ~8.2M |
champsdetournesol |
1163 | 3 264 | ~3.8M |
sapin |
93 | 23 972 | ~2.2M |
These vegetation and crop assets account for almost all of the current ~69M triangle count. By comparison, the previously suspicious static buildings are much smaller in triangle cost:
| Model | Estimated total triangles |
|---|---|
generateur |
~123k |
lafabrik |
~124k |
ecole |
~5k |
fermeverticale |
~1k |
InstancedMesh reduces draw calls, but it does not reduce triangle count. If 646 bushes each contain 37 500 triangles, the GPU still has to draw about 24 million bush triangles when those instances are visible.
Debug Performance Controls
The debug-only performance folder can isolate model families when ?debug is enabled.
Proposed controls:
Performance / Map
- vegetation
- crops
- trees
- buildings
- landmarks
- props
- terrain
- sky
Useful per-model toggles:
buisson
arbre
sapin
champdeble
champdesoja
champsdetournesol
fermeverticale
lafabrik
immeuble1
eolienne
pylone
The purpose is diagnostic, not final gameplay behavior. The expected workflow is:
- Open
/?debugwith R3F perf enabled. - Disable one family or model type.
- Watch
triangles,calls, and FPS. - Identify which model groups need LOD, density reduction, or asset re-export.
Recommended implementation files:
src/managers/stores/useMapPerformanceStore.ts
src/hooks/debug/useMapPerformanceDebug.ts
src/world/vegetation/VegetationSystem.tsx
src/world/map-instancing/MapInstancingSystem.tsx
src/world/GameMap.tsx
The store should stay runtime/debug-only. It should not change persisted production map data.
Triangle-Reduction Follow-Up
Once the expensive model families are isolated, the real triangle fixes are:
- Lower-poly vegetation and crop exports.
- LOD variants for trees, bushes, and crop fields.
- Distance-based culling for vegetation/crop instances.
- Chunked instancing so Three.js can frustum-cull groups instead of one huge global
InstancedMesh. - Billboard/impostor versions for far vegetation.
Chunked instancing is especially important. A single InstancedMesh containing every bush has one global bounding sphere. If that bounding sphere is visible, Three.js may keep the whole batch visible. Splitting instances into grid chunks allows entire offscreen chunks to be skipped.
Player-Only Vegetation Streaming
The first distance-streaming pass is intentionally limited to vegetation and crop instances:
arbresapinbuissonchampdeblechampdesojachampsdetournesol
The behavior is configured in:
src/data/world/fogConfig.ts
Current runtime values:
chunkSize: 35
loadRadius: 45
unloadRadius: 45
updateInterval: 350ms
fog near: 30
fog far: 45
The streaming and fog are scoped to the production game scene with the player camera only:
sceneMode === "game" && cameraMode === "player"
This matters for debugging. In debug camera mode there is no fog and no distance streaming, so the developer can inspect the full map freely. In player mode, chunks mount and unmount around the camera to reduce visible triangle count while fog hides vegetation pop-in.
Chunk cleanup is handled through React unmounting. VegetationSystem removes chunks from the tree, and InstancedVegetation removes its THREE.InstancedMesh objects from the group while disposing the locally created merged geometries/material clones in its own cleanup path.
Runtime Texture Filtering
Loaded GLTF textures are normalized in code through:
src/utils/three/optimizeGLTFScene.ts
The runtime pass applies conservative texture filtering:
- Cap anisotropy to a small value.
- Enable mipmap generation for regular PNG/JPG/WebP textures.
- Use trilinear mipmap filtering for minification.
- Keep existing opacity/alpha material mapping intact.
This mirrors the intent of the designer upload pipeline without rewriting model files at runtime. The sibling upload-GLTF project already has the stronger asset-side path: Blender GLB export with Draco, texture resizing, KTX2 generation with mipmaps, WebP fallback, and GLTF JSON URI/extension rewriting for KHR_texture_basisu.
Runtime texture filtering improves distant texture stability and GPU sampling behavior, but it does not reduce mesh triangle count. Triangle reduction still comes from streaming, distance unloading, or optimized source assets.
Terrain-Snapped Map Placement
Map object heights are corrected at runtime through:
src/hooks/three/useTerrainHeight.ts
The terrain raycast is not done every frame. The terrain mesh list is built from the cached terrain GLTF, then each model or instance computes its snapped y when it is mounted or when its instance data changes.
Applied paths:
- Regular
GameMapmodel instances. - Generated static map models.
- Instanced static map assets.
- Vegetation and crop chunks.
Only the y coordinate is replaced. x, z, and rotation stay from map.json. Runtime scale is also normalized when a static map node has a non-uniform scale, which prevents exported values like [1, 2, 1] from stretching or shrinking a map model unexpectedly.
Current Code-Side Optimization
Repeated static assets are configured in:
src/world/map-instancing/mapInstancingConfig.ts
Those names are excluded from the regular GameMap clone path, then rendered by MapInstancingSystem with merged THREE.InstancedMesh batches.
This keeps the existing map authoring format while reducing repeated draw calls for selected assets.
Generated R3F Model Path
Unique static map assets can use explicit R3F components instead of the generic cloned GLTF path. This follows the same intent as gltfjsx: expose the model as a React component, then keep control over mesh/material setup in code.
Current generated map-model entry point:
src/world/map-generated/GeneratedMapNodeInstance.tsx
Current generated model component:
src/components/three/world/EcoleModel.tsx
src/components/three/world/LafabrikModel.tsx
src/components/three/world/FermeVerticaleModel.tsx
src/components/three/world/GenerateurModel.tsx
ecole, lafabrik, fermeverticale, and generateur use this path. Their components share the same merged static model renderer, which groups compatible geometry by material before mounting meshes.
This path should be used selectively. It improves control and can remove clone overhead, but it does not reduce source triangle count by itself.
Asset-Side Follow-Up
Design/export should prioritize:
- Produce lower-poly
buisson,arbre,sapin, and crop assets. - Add LOD or billboard variants for far vegetation.
- Merge
generateurmeshes from 3152 primitives to a small number of material groups. - Reduce
lafabriktexture count and downscale flat/low-detail maps. - Merge
ecoleprimitives because it uses a single material. - Prefer runtime
.glbor compressed runtime textures when the pipeline supports it.
Safety Rules
- Do not instance
terrainfor player collision without validatingOctree.fromGraphNodesupport. - Do not replace repair-game models with optimized map models unless repair node names are preserved.
- Dispose only GPU resources created locally. Do not dispose textures or geometries owned by
useGLTF's cache.