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Производительность·2026-03-20·6 мин

Бюджет производительности на практике: LCP ниже 2.5 с при наличии 3D

Conventional wisdom says heavy visuals kill performance. That's true — if you treat them as requirements instead of enhancements. Our approach flips the priority: server-render all content first so LCP is driven by text and layout, not WebGL. Load the 3D canvas asynchronously inside a client-only island. Detect device capability at runtime and serve three tiers: full particle field on powerful desktops, a simplified scene on mid-range hardware, and a CSS-only fallback on everything else. The result on our own flagship site: under 2 seconds to meaningful paint on mobile, with a full Three.js Signal Field running on desktop. The principle behind it is straightforward — the 3D layer never touches the critical rendering path.

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