The Phase 3 integration includes a comprehensive testing and profiling suite to validate all advanced 3D rendering features and measure performance improvements.
Validates all integrated features:
-
LOD System Tests
- Manager initialization
- Object registration/unregistration
- Update method availability
-
Post-Processing Pipeline Tests
- Composer existence
- Individual pass availability (bloom, motion blur, tone mapping, DOF)
- Feature toggle functionality
-
Decal System Tests
- Decal manager initialization
- CombatFX integration
- Decal addition methods
-
Cinematic Camera Tests
- Method availability
- Mode enable/disable
- State tracking
-
Procedural Mesh Tests
- Asteroid generation
- Debris field generation
- Cache clearing
Measures performance across five test scenarios:
| Scenario | Features | Object Count | Purpose |
|---|---|---|---|
| baseline | None | 100 | Control measurement |
| low | LOD + Tone Mapping | 500 | Mobile baseline |
| medium | LOD + Bloom + Decals + Tone | 750 | Balanced profile |
| high | LOD + Bloom + Motion + Decals + Tone | 1000 | Desktop standard |
| ultra | All features | 1200 | High-end RTX |
Metrics collected per scenario:
- FPS (average, min, max, P95, P99)
- Memory usage (average, min, max)
- Triangle count
- Draw call count
Pass criteria:
- Desktop: ≥30 FPS average
- Mobile: ≥30 FPS average
- High-end: ≥60 FPS average
Orchestrates all tests and generates comprehensive reports.
// In browser console or loaded script
const runner = new window.GQAdvancedRenderingTestRunner.AdvancedRenderingTestRunner(gameEngine);
// Run all tests (takes 2-3 minutes with profiling)
await runner.runAll({ logResults: true });
// Run only unit tests (fast, ~30 seconds)
await runner.runAll({ skipPerformance: true });import { AdvancedRenderingTestRunner } from './AdvancedRenderingTestRunner.js';
const runner = new AdvancedRenderingTestRunner(gameEngine);
const results = await runner.runAll({ skipPerformance: false });
// Export results
const jsonReport = runner.exportJSON();
const markdownReport = runner.exportMarkdown();✓ baseline Avg: 120.0 FPS | Min: 95.0 FPS
✓ low Avg: 100.0 FPS | Min: 80.0 FPS
✓ medium Avg: 85.0 FPS | Min: 65.0 FPS
✓ high Avg: 65.0 FPS | Min: 45.0 FPS (target: ≥30)
✓ ultra Avg: 55.0 FPS | Min: 40.0 FPS (target: ≥30)
✓ baseline Avg: 60.0 FPS | Min: 45.0 FPS
✓ low Avg: 45.0 FPS | Min: 30.0 FPS (target: ≥30)
✗ medium Avg: 25.0 FPS | Min: 15.0 FPS (FAIL - use Low preset)
✗ high Avg: 18.0 FPS | Min: 8.0 FPS (FAIL - use Low preset)
✗ ultra Avg: 12.0 FPS | Min: 5.0 FPS (FAIL - use Low preset)
Recommendation: On mobile, automatically select "Low" or "Mobile" preset.
All features can be toggled in the Settings > Graphics panel:
-
Quality Preset Selector
- Automatically enables/disables features based on selection
- Saves to localStorage
- Updates UI state accordingly
-
Individual Feature Toggles
- Override preset selections
- LOD, Bloom, Motion Blur, DOF, Decals, Tone Mapping
- Real-time updates
-
Performance Monitor
- Display FPS, Memory, Triangles, Draw Calls
- Updates every 500ms
- Toggle visibility
-
Disable expensive features in order:
- DOF (most expensive post-processing)
- Motion Blur (second expensive)
- Bloom (moderate cost)
- Decals (small impact)
- LOD (keep enabled for far objects)
-
Reduce object complexity:
- Lower LOD thresholds
- Simplify procedural meshes
- Reduce decal lifetime
-
Profile bottlenecks:
- Check GPU memory (run
.perf.exportStats()) - Measure draw calls
- Analyze triangle count
- Check GPU memory (run
- Enable all features for best visual quality
- Increase object count to fully utilize GPU
- Use Ultra preset for cinematic quality
- Enable performance monitoring for validation
Check the Performance Monitor display in Settings > Graphics:
- FPS: Target ≥60 (desktop) or ≥30 (mobile)
- Memory: Should remain stable (no leaks)
- Triangles: Increases with object count
- Draw Calls: Should be ≤200 (optimized renderer)
// Get feature summary
const summary = gameEngine.renderingMgr.getFeatureSummary();
console.log(summary);
// Export rendering configuration
const config = gameEngine.renderingMgr.exportConfiguration();
console.log(config);
// Get procedural mesh statistics
const procStats = gameEngine.renderingMgr.getProceduralStats();
console.log(procStats);✓ Unit Tests: PASSED
✓ Performance: GOOD
Status: Ready for production Action: No changes needed
✗ Unit Tests: FAILED
• Review failed unit tests and fix issues
Status: Integration incomplete Action: Fix failing features before deployment
✗ Performance: NEEDS IMPROVEMENT
• Consider disabling post-processing on lower-end devices
• Test with different LOD thresholds
• Profile GPU memory usage
Status: Optimization needed Action: Adjust presets or disable features on affected devices
- CPU: 4+ cores (Intel i5/AMD Ryzen 5 or better)
- GPU: 4GB+ VRAM (GTX 1060 / RTX 3050 or equivalent)
- RAM: 8GB+ available
- Browser: Chrome/Firefox with WebGL 2.0 support
- Open developer tools (F12)
- Run test suite:
const runner = new GQAdvancedRenderingTestRunner.AdvancedRenderingTestRunner(gameEngine); await runner.runAll();
- Monitor:
- Console output for FPS readings
- GPU usage in Task Manager/Activity Monitor
- Memory in Performance tab
- Record results for comparison
- Minimum: iPad Air 2 (2014), iPhone SE (2020)
- Target: iPad Pro (2017), iPhone 12
- High-end: iPad Pro M2, iPhone 14 Pro
- Deploy to test server
- Open on target device
- Enable Performance Monitor in Settings > Graphics
- Run profiling:
await runner.runAll({ skipPerformance: true }); // Fast unit tests only
- Watch FPS and Memory for 30 seconds
- Record findings
- Low preset: 30-45 FPS on mid-range devices
- Medium preset: Not recommended for mobile
- Memory: <200MB JS heap
Tests can be integrated into automated pipelines:
# Run unit tests only (no performance profiling)
npm test -- --unit-only --no-perf
# Run full suite (long duration)
npm test -- --performance --duration=10
# Export results as JSON
npm test -- --export-json=perf-results.json
# Export results as markdown
npm test -- --export-markdown=perf-results.md- Reduce test duration:
duration: 5(default is 10) - Skip performance tests:
skipPerformance: true - Check browser console for errors
- Check GPU utilization in browser DevTools
- Disable other browser tabs/extensions
- Verify WebGL/WebGPU availability
- Test with lower object count
- Indicates possible leak
- Check decal pooling (limits lifetime)
- Verify procedural mesh cache clearing
- Profile with Chrome DevTools Memory tab
- Run unit tests to verify all features are integrated
- Profile desktop performance on your target GPU
- Profile mobile performance on your target device
- Adjust presets based on actual device performance
- Deploy with appropriate quality defaults per platform
Last Updated: 2026-07-30 Phase: 3 Integration Complete Status: Ready for Testing