A technical resource for diagnosing and resolving WebGL performance bottlenecks like low FPS and memory leaks.
The fastest way to install a skill directly from the registry.
npx clawhub@latest install webgl-perf-debug
Copy the skill folder to one of these locations
~/.openclaw/skills/ <project>/skills/ Priority: Workspace > Local > Bundled
Copy this prompt to OpenClaw to install it automatically.
Help me install webgl-perf-debug using Clawhub. If Clawhub is not installed, install it first (npm i -g clawhub).
Get the raw skill files in a ZIP archive.
The WebGL Performance Debugger is a specialized guide within the Openclaw Skills ecosystem designed to help developers optimize 3D web applications. It focuses on identifying high GPU usage, rendering stutters, and memory leaks often found in Three.js or raw WebGL projects. By following the structured profiling and optimization techniques provided, developers can ensure their applications run smoothly at 60 FPS across various hardware configurations.
This resource bridges the gap between raw GPU metrics and actionable code changes. It provides clear patterns for using modern tools like Chrome DevTools alongside programmatic optimizations such as geometry merging and efficient shader writing to ensure peak performance for any Openclaw Skills user working on high-performance graphics.
To monitor and debug WebGL performance within your development environment, integrate the following monitoring snippets into your Three.js project:
# Ensure Three.js is part of your project dependencies
npm install three
// Monitor GPU stats in real-time within your render loop
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
// Log performance metrics to console or UI
console.log('Draw Calls:', renderer.info.render.calls);
console.log('Textures in Memory:', renderer.info.memory.textures);
}
The skill organizes WebGL performance data into the following schema to help Openclaw Skills users track application health:
| Metric Category | Target Value | Warning Threshold | Description |
|---|---|---|---|
| Frame Time | < 16ms | > 33ms | Total time to render one frame (target 60fps) |
| GPU Time | < 10ms | > 20ms | Time spent processing tasks on the GPU |
| Draw Calls | < 100/frame | > 300/frame | Total draw commands sent to the GPU per frame |
| Triangles | < 100k/frame | > 500k/frame | Total polygon complexity of the rendered scene |
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