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* AdaptiveQuality - Dynamic quality adjustment system for mobile performance
*
* Monitors real-time FPS and automatically adjusts rendering quality to maintain
* 55fps target on mobile devices. Provides quality presets and smooth transitions.
*
* Features:
* - Real-time FPS monitoring
* - Automatic quality adjustment (high/medium/low)
* - Debounced quality changes to prevent thrashing
* - Mobile-optimized thresholds
* - React hook integration
*
* @module components/shared/three/optimization/AdaptiveQuality
* @category Performance Optimization
* @korean 적응형품질시스템
*/
import { useFrame } from "@react-three/fiber";
import { useEffect, useRef, useState } from "react";
/**
* Quality levels for adaptive rendering
*/
export type QualityLevel = "high" | "medium" | "low";
/**
* Quality settings for each level
*/
export interface QualitySettings {
readonly level: QualityLevel;
readonly shadowMapSize: number;
readonly maxParticles: number;
readonly postProcessing: boolean;
readonly effectsQuality: number; // 0.0-1.0 multiplier
}
/**
* FPS thresholds for quality adjustment
*/
export interface AdaptiveQualityThresholds {
/** FPS threshold to downgrade quality */
readonly downgradeThreshold: number;
/** FPS threshold to upgrade quality */
readonly upgradeThreshold: number;
/** Minimum time between quality changes (ms) */
readonly debounceTime: number;
/** Number of frames to average for stability */
readonly sampleSize: number;
}
/**
* Default thresholds for mobile optimization
*/
const DEFAULT_MOBILE_THRESHOLDS: AdaptiveQualityThresholds = {
downgradeThreshold: 45, // Downgrade if fps drops below 45
upgradeThreshold: 58, // Upgrade if fps consistently above 58
debounceTime: 2000, // 2 seconds between changes
sampleSize: 60, // Average over 60 frames (~1 second at 60fps)
};
/**
* Quality presets optimized for mobile performance
*/
export const QUALITY_PRESETS: Record<QualityLevel, QualitySettings> = {
high: {
level: "high",
shadowMapSize: 1536,
maxParticles: 60,
postProcessing: false, // Keep disabled on mobile
effectsQuality: 1.0,
},
medium: {
level: "medium",
shadowMapSize: 1024,
maxParticles: 40,
postProcessing: false,
effectsQuality: 0.75,
},
low: {
level: "low",
shadowMapSize: 512,
maxParticles: 20,
postProcessing: false,
effectsQuality: 0.5,
},
} as const;
/**
* Adaptive quality system class
*/
export class AdaptiveQualitySystem {
private currentQuality: QualityLevel = "high";
private fpsHistory: number[] = [];
private lastQualityChange = 0;
private readonly thresholds: AdaptiveQualityThresholds;
constructor(thresholds: Partial<AdaptiveQualityThresholds> = {}) {
this.thresholds = { ...DEFAULT_MOBILE_THRESHOLDS, ...thresholds };
}
/**
* Update system with current FPS
* Returns new quality level if changed, null otherwise
*/
update(currentFps: number): QualityLevel | null {
const now = performance.now();
// Add to history
this.fpsHistory.push(currentFps);
if (this.fpsHistory.length > this.thresholds.sampleSize) {
this.fpsHistory.shift();
}
// Need enough samples before adjusting
if (this.fpsHistory.length < this.thresholds.sampleSize) {
return null;
}
// Check debounce time
if (now - this.lastQualityChange < this.thresholds.debounceTime) {
return null;
}
// Calculate average FPS
const avgFps =
this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length;
// Determine if quality should change
let newQuality: QualityLevel | null = null;
if (
avgFps < this.thresholds.downgradeThreshold &&
this.currentQuality !== "low"
) {
// Downgrade quality
if (this.currentQuality === "high") {
newQuality = "medium";
E} else if (this.currentQuality === "medium") {
newQuality = "low";
}
} else if (
avgFps > this.thresholds.upgradeThreshold &&
this.currentQuality !== "high"
) {
// Upgrade quality
if (this.currentQuality === "low") {
newQuality = "medium";
E} else if (this.currentQuality === "medium") {
newQuality = "high";
}
}
if (newQuality !== null) {
this.currentQuality = newQuality;
this.lastQualityChange = now;
this.fpsHistory = []; // Reset history after change
Eif (import.meta.env.DEV) {
console.log(
`[AdaptiveQuality] Quality changed to ${newQuality} (avg fps: ${avgFps.toFixed(1)})`,
);
}
return newQuality;
}
return null;
}
/**
* Get current quality level
*/
getCurrentQuality(): QualityLevel {
return this.currentQuality;
}
/**
* Get settings for current quality level
*/
getCurrentSettings(): QualitySettings {
return QUALITY_PRESETS[this.currentQuality];
}
/**
* Manually set quality level
*/
setQuality(quality: QualityLevel): void {
this.currentQuality = quality;
this.lastQualityChange = performance.now();
this.fpsHistory = [];
}
/**
* Reset the system
*/
reset(): void {
this.fpsHistory = [];
this.lastQualityChange = 0;
}
}
/**
* React hook for adaptive quality management
*
* Automatically monitors FPS and adjusts quality settings.
* Returns current quality level and settings.
*
* @param enabled - Whether adaptive quality is enabled
* @param isMobile - Whether device is mobile (stricter thresholds)
* @param onQualityChange - Callback when quality level changes
* @returns Current quality settings
*
* @example
* ```tsx
* function CombatScene({ isMobile }) {
* const quality = useAdaptiveQuality(true, isMobile, (level) => {
* console.log(`Quality changed to ${level}`);
* });
*
* return (
* <Canvas shadowMap={{ size: quality.shadowMapSize }}>
* <ParticleSystem maxParticles={quality.maxParticles} />
* </Canvas>
* );
* }
* ```
*/
export function useAdaptiveQuality(
enabled: boolean = true,
isMobile: boolean = false,
onQualityChange?: (quality: QualityLevel) => void,
): QualitySettings {
// Initialize with appropriate starting quality
const initialQuality: QualityLevel = isMobile ? "medium" : "high";
const [currentQuality, setCurrentQuality] =
useState<QualityLevel>(initialQuality);
// Create system instance
const systemRef = useRef<AdaptiveQualitySystem | null>(null);
useEffect(() => {
// Create system with mobile-optimized thresholds
const thresholds = isMobile
? {
downgradeThreshold: 45, // More aggressive on mobile
upgradeThreshold: 58,
debounceTime: 2000,
sampleSize: 60,
}
: {
downgradeThreshold: 50,
upgradeThreshold: 59,
debounceTime: 3000,
sampleSize: 90,
};
systemRef.current = new AdaptiveQualitySystem(thresholds);
systemRef.current.setQuality(initialQuality);
}, [isMobile, initialQuality]);
// FPS tracking - Initialize with 0, will be set on first frame
const lastTimeRef = useRef(0);
const frameCountRef = useRef(0);
const initializedRef = useRef(false);
useFrame(() => {
if (!enabled || !systemRef.current) return;
// Calculate FPS
const now = performance.now();
// Initialize on first frame
if (!initializedRef.current) {
lastTimeRef.current = now;
initializedRef.current = true;
return;
}
const delta = now - lastTimeRef.current;
if (delta > 0) {
const fps = 1000 / delta;
frameCountRef.current++;
// Update every frame for smooth monitoring
const newQuality = systemRef.current.update(fps);
if (newQuality !== null) {
setCurrentQuality(newQuality);
onQualityChange?.(newQuality);
}
}
lastTimeRef.current = now;
});
return QUALITY_PRESETS[currentQuality];
}
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