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references/webgl-debugging-and-performance.md
1.27 KB · Oct 2, 2026 · 00:37 UTC
# WebGL Debugging and Performance Use this reference when a browser 3D scene is visually wrong, unstable, or slower than expected. ## Primary tools - [SpectorJS](https://spector.babylonjs.com/) 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.
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