// Tech

Spector.js — WebGL Call Inspector for Three.js

Spector.js captures every WebGL draw call your scene makes — invaluable for diagnosing performance cliffs and rendering bugs.

Spector.js is a Chrome extension that captures every WebGL call your Three.js scene makes in a single frame. Useful when: scene runs slow but it's not obvious why, a material isn't rendering as expected, or you want to count draw calls (sometimes Three.js batches them, sometimes not). Spector.js shows the exact GL state per call — buffer binds, uniform uploads, draw arrays. Common surprises: Three.js recompiling a material every frame because a uniform changed type, redundant texture uploads when an asset is reused across meshes, frustum culling failing on custom geometries. The extension is free and one of the most valuable WebGL debugging tools.

What this delivers

Concrete output: a working spector js debug integration on a real production site, not a demo. The integration includes device-tier detection so weak phones get a lighter version automatically. Source files are handed over in their original formats — Blender, GLSL, glTF — so any future developer can continue where I stopped.

How I work with it

On a typical project, spector js debug ships as a self-contained module: one entry-point JS file, one CSS file, asset bundle below 1.5MB total. I keep the integration sandboxed so the rest of the site stays SEO-friendly classical HTML. Frame budget targets 60 FPS on a mid-range Android, with a measurable fallback below.

Performance budget

Lighthouse mobile target: 85+ across all categories. I measure on real devices, not just emulator. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any spector js debug scene that isn't above the fold so the first paint stays under 1.5s.

When this is overkill

If the goal is a simple e-commerce listing or content blog, a full spector js debug setup is overkill — a CSS-driven hero plus static images converts just as well at 1/10 the cost. spector js debug earns its keep when the brand needs a memorable visual moment or when 3D actually clarifies the product (configurators, tours, demos).

Frequently asked questions

Why pick this technology over alternatives?
It has the largest production-quality ecosystem, the most documentation, and the most experienced developers available. For a site you want to maintain for 3+ years, ecosystem maturity matters more than feature peak.
What if a newer tool comes out next year?
I track new tooling and migrate when it makes sense, but only after the new tool ships stable production releases for at least 6-9 months. I don't rebuild client sites on bleeding-edge tools — that's the path to broken sites.
How long does this take?
Standard scope: 4-6 weeks from contract signature to live site. Larger scope (configurator, multi-scene scrollytelling) takes 8-12 weeks. Rush projects (2-3 weeks) are accepted with a 30-40% rush surcharge.
What does it cost?
Hero-section 3D upgrade: \$1,500-\$2,500. Full multi-scene 3D site: \$3,500-\$8,000. Configurator with custom shaders: \$5,000-\$12,000. All fixed-price, source code included. EUR equivalents on request.
What if my visitors are on weak phones?
The site detects device tier before the first scene loads and serves a lighter version on weak hardware (fewer particles, simpler shaders). Devices without WebGL get a static fallback that preserves the visual language and conversion path.

Ready to ship a 3D experience?

Tell me what you need — fixed price, fixed deadline, no surprises.

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