Four device-specific Three.js issues that slow 3D configurators on phones
A configurator that runs smoothly on a laptop can stutter badly on a customer's phone, and desktop profiling tools often fail to reveal the cause. The article identifies four common culprits tied to device hardware rather than render-loop bugs. Phones with high device pixel ratios force the renderer to draw far more pixels than needed, so capping the ratio at 2 is a frequent fix. Mid-range phones also have limited GPU memory, so large textures should be reduced to 1024 or 2048 and compressed with KTX2. Mobile browsers lose the WebGL context more often, requiring listeners for context loss and restoration, and touch controls need explicit configuration to avoid conflicts with page scrolling.
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