THREE.JS / FOUNDATIONS 145
Spend the reflection budget wisely.
Two reflective surfaces make quality tradeoffs measurable. Compare target resolution, internal MSAA, recursive capture policy, and a live downshift while renderer statistics show the cost of the choice.
Initializing
Backend pending
Preparing two reflection targets and the quality policy.
- mode
- -
- quality
- -
- surfaces
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- capture MP
- -
- MSAA / bounces
- -
- rough VRAM
- -
- draws
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- CPU avg / p95
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Quality policyWebGPU quality controls are live.
Render graphpending
actors→2 ReflectorNodes→target scale→MSAA→pipeline
Each reflective surface owns a color target; recursive mode allows reflector captures to see one another.
GPU ownershipwaiting
actor field-
reflector targets-
renderer targets-
quality boundary-
sample stateidle
Preset changes rebuild constructor-owned MSAA and bounce policy; the live downshift only mutates resolutionScale.
Drag to orbit · WebGPU runs the quality ladder · use ?forceWebGL=1 for the direct baseline
Reflector quality study error
LAB 145 / REFLECTOR QUALITY