How we sped up KitchenCraft without hurting FPS
In KitchenCraft, a scene with dozens of objects and HD textures can easily eat through tens of MB. So we enabled a set of optimizations to avoid turning the browser into a “laptop fan.”

In KitchenCraft, we have a scene with dozens of objects and HD textures that can easily eat through tens of MB. To keep it from turning into a “laptop fan vs. browser” showdown, we enabled a whole set of optimizations.
We compressed textures with ASTC/ETC2 to reduce size without any noticeable drop in quality. For repeated objects, we added geometry instancing — the GPU approved. We also added frustum culling: if an object isn’t in the frame, we don’t render it at all. And of course, LOD — the model is simpler in the distance and more detailed up close.
A particularly nice touch was progressive/lazy loading: we load models and textures as the user navigates, rather than dumping everything into memory at once. This is especially helpful on tablets in the showroom.
We also built a cross-device flow: start on desktop, continue on a tablet, keep the configuration saved, and adapt controls to mouse or touch. In the era of heavy 3D interfaces and AI-everything, this is no longer a feature — it’s the baseline.