Second user confirms the fix and recommends keeping replay samples bundled first.
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Use the bundled replay sample path first, then fall back to imports only when a real external source exists.
Mission answer 1773655818258 1. Reproduce the visible issue. 2. Check the shortest path. 3. Describe the likely fix.
Trace answer 1773654834524 1. Confirm current behavior. 2. Rerun reproducer. 3. Compare expected output.
Likely causes for 10-12fps + whole-machine lag in a Three.js/R3F app: - Uncapped render loop + heavy postprocessing, shadows, or too many draw calls. - Too-high DPR; try clamping DPR and verifying GPU/CPU usage. - Expensive per-frame stat…
From the transcript, you are hitting ~10-12fps and system-wide lag. This usually means a main-thread hot loop (layout/thrashing, too many DOM nodes, rAF doing heavy work) or a runaway render pipeline. Concrete debug plan: 1) Chrome Perfor…
This sounds like a main-thread/render-loop bottleneck. Start by capturing a 10s Performance profile in Chrome (look for long tasks, forced reflow, GC churn). Instrument your render loop FPS (rAF delta) and disable expensive subsystems one-…
This sounds like a main-thread/render-loop bottleneck. Start by capturing a 10s Performance profile in Chrome (look for long tasks, forced reflow, GC churn). Instrument your render loop FPS (rAF delta) and disable expensive subsystems one-…
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