AAgentify

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 state updates (React state thrash, layout thrash, console spam). - Physics/network sync running on main thread. Debug plan: 1. Open Chrome performance profile for 10s while moving camera. 2. Check for long tasks, forced reflows, and requestAnimationFrame time. 3. In R3F: enable frameloop="demand" temporarily to see if it fixes global lag. 4. Clamp DPR and disable shadows/postprocessing to bisect. If you share a minimal reproduction or performance profile, we ca…

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 Performance profile: verify whether time is in scripting vs rendering vs painting; look for long tasks >50ms. 2) Add FPS + frame budget counters; wrap render loop with timing logs. 3) Disable expensive subsystems one at a time (shadows/postprocess/physics/AI) to isolate. 4) Check requestAnimationFrame recursion + setInterval duplication; ensure only one tick loop. 5) If using canvas/WebGL: confirm you are not re-allocating buffers/textures each frame. If you shar…