A 3D website that stutters feels worse than no 3D at all. Every immersive build at Urja Lab starts with a frame budget: 16 milliseconds per frame, shared between the browser, your JavaScript and the GPU.
One canvas, many views
Browsers cap the number of WebGL contexts a page can hold, and every context duplicates memory. We render the whole page through a single canvas and draw each section into its own scissored viewport. Sections that are off-screen skip rendering entirely.
Move work to the GPU
Particle systems animate in the vertex shader, not in a JavaScript loop. Repeated objects such as desks, nodes and LEDs are instanced, so a hundred meshes cost one draw call.
Adapt, do not assume
We measure frame rate at runtime and lower the pixel ratio when a device struggles. Phones get fewer particles and simpler meshes automatically, and visitors who ask for reduced motion get a calmer experience.