--- id: wiki-2026-0508-webgl-모바일-gpu-성능-관리 title: WebGL 모바일 GPU 성능 관리 category: 10_Wiki/Topics status: verified canonical_id: self aliases: [WebGL Mobile Performance, Mobile GPU WebGL] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [webgl, mobile, gpu, performance, thermal] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: JavaScript/GLSL framework: WebGL2 / Three.js --- # WebGL 모바일 GPU 성능 관리 ## 매 한 줄 > **"매 thermal throttle 의 적 — fillrate 의 절약"**. Mobile GPU (Adreno / Mali / Apple) 매 tile-based deferred 의 fillrate / bandwidth bound — overdraw + texture size + shader complexity 매 dominant cost. 2026 modern stack 매 WebGPU 매 advanced — WebGL2 매 still ubiquitous fallback. ## 매 핵심 ### 매 mobile GPU 차이 - **TBDR (Tile-Based Deferred Rendering)**: Mali / Apple / PowerVR — early-Z + tile cache. - **IMR (Immediate Mode)**: desktop NVIDIA / AMD — overdraw 매 expensive. - **Adreno**: hybrid — flexrender (tile + immediate). - **Bandwidth bound**: mobile DRAM 매 desktop 의 1/5 — texture size 의 major impact. - **Thermal**: sustained GPU load → throttle → 30-50% perf drop in 30-60s. ### 매 bottleneck 식별 - **Fragment-bound**: fragment shader complexity / overdraw — resolution down / shader simplify. - **Vertex-bound**: triangle count — LOD / cull. - **Bandwidth-bound**: texture size + framebuffer — compress / lower precision. - **Draw call-bound**: state changes — batch / instance. ### 매 응용 1. **Mobile web games**: PlayCanvas / Three.js — 60fps target on mid-tier device. 2. **AR / VR web** (WebXR): Quest browser / iOS Safari WebXR — 72-90fps strict. 3. **Map / data viz**: Mapbox GL — millions of features on phone. 4. **Product 3D viewer**: e-commerce — fast load + smooth orbit. ## 💻 패턴 ### Resolution scaling 매 dynamic ```js let scale = 1.0; let lastFrameTime = performance.now(); function frame(now) { const dt = now - lastFrameTime; lastFrameTime = now; if (dt > 22 && scale > 0.5) scale -= 0.05; // <45fps → downscale else if (dt < 14 && scale < 1.0) scale += 0.02; const w = Math.floor(canvas.clientWidth * devicePixelRatio * scale); const h = Math.floor(canvas.clientHeight * devicePixelRatio * scale); if (canvas.width !== w) { canvas.width = w; canvas.height = h; gl.viewport(0,0,w,h); } render(); requestAnimationFrame(frame); } ``` ### Texture compression 매 KTX2 / Basis ```js import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js'; const loader = new KTX2Loader() .setTranscoderPath('/basis/') .detectSupport(renderer); loader.load('texture.ktx2', (tex) => { /* ASTC / ETC2 / BC7 transcode 매 device */ }); // 매 mobile 의 ASTC — 매 4-8x smaller VRAM + bandwidth ``` ### Overdraw 매 줄임 ```js // 매 sort opaque front-to-back (early-Z reject) opaque.sort((a, b) => a.distanceToCamera - b.distanceToCamera); // 매 transparent back-to-front (correct blending) transparent.sort((a, b) => b.distanceToCamera - a.distanceToCamera); // 매 alpha-test 의 alpha-blend 보다 prefer (TBDR-friendly) material.alphaTest = 0.5; material.transparent = false; ``` ### Mipmap 매 always ```js gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); gl.generateMipmap(gl.TEXTURE_2D); // 매 minified texture 의 cache hit + bandwidth 의 1/3 ``` ### LOD 매 distance-based ```js const lod = new THREE.LOD(); lod.addLevel(highMesh, 0); // 0-10m: 50k tris lod.addLevel(midMesh, 10); // 10-30m: 10k tris lod.addLevel(lowMesh, 30); // 30m+: 2k tris scene.add(lod); ``` ### Shader precision 매 mediump ```glsl #version 300 es precision mediump float; // 매 16-bit on mobile — 매 highp 보다 2x throughput in vec2 vUv; uniform sampler2D map; out vec4 fragColor; void main() { fragColor = texture(map, vUv); } ``` ### Thermal-aware quality scaling ```js // 매 thermal API (limited) + battery + perf observer async function detectTier() { const battery = await navigator.getBattery?.(); const memory = navigator.deviceMemory ?? 4; const cores = navigator.hardwareConcurrency ?? 4; if (memory <= 2 || cores <= 4) return 'low'; if (memory <= 4) return 'mid'; return 'high'; } const tier = await detectTier(); const cfg = { low: { msaa: 0, shadows: false, dpr: 1 }, mid: { msaa: 2, shadows: true, dpr: 1.5 }, high: { msaa: 4, shadows: true, dpr: 2 } }[tier]; ``` ### Disable expensive features on mobile ```js const isMobile = /Mobi|Android|iPhone/.test(navigator.userAgent); renderer.shadowMap.enabled = !isMobile; renderer.toneMapping = isMobile ? THREE.NoToneMapping : THREE.ACESFilmicToneMapping; postProcessing.enabled = !isMobile; // bloom / SSAO 매 expensive ``` ### Instanced rendering 매 thousands ```js const mesh = new THREE.InstancedMesh(geometry, material, 5000); for (let i = 0; i < 5000; i++) { mat.setPosition(randomPos()); mesh.setMatrixAt(i, mat); } // 매 1 draw call 매 5k objects — mobile 의 huge win ``` ## 매 결정 기준 | 증상 | 원인 | 처방 | |---|---|---| | Frame time spike | Overdraw | Front-to-back sort + alphaTest | | Sustained slowdown | Thermal | Resolution scale + reduce shader | | Memory OOM | Texture VRAM | KTX2 ASTC + mipmap + atlas | | Stutter | GC / draw calls | Instance + pool | | Low FPS on Adreno | Shader complexity | mediump + simplify | **기본값**: WebGL2 + KTX2 textures + LOD + dynamic resolution + mediump shaders + InstancedMesh. ## 🔗 Graph - 부모: [[WebGL API]] - 변형: [[Threejs WebGPURenderer]] · [[Threejs WebGPURenderer|WebGL Optimization]] - 응용: [[Threejs]] · [[WebXR]] - Adjacent: [[KTX2]] · [[Basis Universal]] ## 🤖 LLM 활용 **언제**: mobile-targeted WebGL app — 60fps 의 mid-tier device 의 hold / thermal throttle 의 prevent. **언제 X**: desktop-only / WebGPU available 매 flagship — WebGPU compute path 매 better. ## ❌ 안티패턴 - **`devicePixelRatio` 의 fixed**: 매 retina 의 4x fragments — clamp 1.5-2. - **Uncompressed PNG**: 매 mobile VRAM 의 폭주 — KTX2 / Basis 의 사용. - **Real-time shadows on low-end**: 매 30%+ frame budget — bake / disable. - **Postprocessing on mobile**: bloom / SSAO 매 fillrate killer — disable. - **No LOD**: distant 50k-tri mesh 매 vertex bound — LOD. - **`highp` everywhere**: precision 매 mediump 의 충분 (color / UV). ## 🧪 검증 / 중복 - Verified (Khronos WebGL spec / Arm Mali best practices / Apple Metal docs). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — TBDR, KTX2, LOD, dynamic resolution, thermal awareness |