f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6.6 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
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| wiki-2026-0508-webgl-모바일-gpu-성능-관리 | WebGL 모바일 GPU 성능 관리 | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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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
- Mobile web games: PlayCanvas / Three.js — 60fps target on mid-tier device.
- AR / VR web (WebXR): Quest browser / iOS Safari WebXR — 72-90fps strict.
- Map / data viz: Mapbox GL — millions of features on phone.
- Product 3D viewer: e-commerce — fast load + smooth orbit.
💻 패턴
Resolution scaling 매 dynamic
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
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
// 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
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
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
#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
// 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
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
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
- 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
devicePixelRatio의 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.
highpeverywhere: 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 |