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Three.js

Keeping Three.js at 60fps on mid-range Android

A scene that runs at 120fps on a laptop can drop to 22fps on a three year old Android phone. Here is the frame budget I use, and the order I cut things in when a WebGL build starts to stutter.

Open for projects, collaborations and virtual coffee chats. Send the technical requirements, Figma drafts, or napkin sketch, and I will reply with an architectural breakdown, realistic milestone roadmap, and high-impact execution plan.

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