Optimizing Decentraland Scenes
Scene Limits (Per Parcel Count)
| Parcels | Max Entities | Max Triangles | Max Textures | Max Materials | Max Height |
|---|---|---|---|---|---|
| 1 | 512 | 10,000 | 10 MB | 20 | 20m |
| 2 | 1,024 | 20,000 | 20 MB | 40 | 20m |
| 4 | 2,048 | 40,000 | 40 MB | 80 | 20m |
| 8 | 4,096 | 80,000 | 80 MB | 160 | 20m |
| 16 | 8,192 | 160,000 | 160 MB | 320 | 20m |
Entity Count Optimization
Reuse Entities
// BAD: Creating new entity each time
function spawnBullet() {
const bullet = engine.addEntity() // Creates entity every call
// ...
}
// GOOD: Object pooling
const bulletPool: Entity[] = []
function getBullet(): Entity {
const existing = bulletPool.find(e => !ActiveBullet.has(e))
if (existing) return existing
const newBullet = engine.addEntity()
bulletPool.push(newBullet)
return newBullet
}
Remove Unused Entities
engine.removeEntity(entity) // Frees the entity slot
Use Parenting
Instead of separate transforms for each child, use entity hierarchy:
const parent = engine.addEntity()
Transform.create(parent, { position: Vector3.create(8, 0, 8) })
// Children inherit parent transform
const child1 = engine.addEntity()
Transform.create(child1, { position: Vector3.create(0, 1, 0), parent })
const child2 = engine.addEntity()
Transform.create(child2, { position: Vector3.create(1, 1, 0), parent })
Triangle Count Optimization
Use Lower-Poly Models
- Small props: 100-500 triangles
- Medium objects: 500-1,500 triangles
- Large buildings: 1,500-5,000 triangles
- Hero pieces: Up to 10,000 triangles
Use LOD (Level of Detail)
Show simpler models at distance:
engine.addSystem(() => {
// Check distance to player and swap models
const playerPos = Transform.get(engine.PlayerEntity).position
const objPos = Transform.get(myEntity).position
const distance = Vector3.distance(playerPos, objPos)
const gltf = GltfContainer.getMutable(myEntity)
if (distance > 30) {
gltf.src = 'models/building_lod2.glb' // Low poly
} else if (distance > 15) {
gltf.src = 'models/building_lod1.glb' // Medium poly
} else {
gltf.src = 'models/building_lod0.glb' // High poly
}
})
Use Primitives Instead of Models
For simple shapes, MeshRenderer is lighter than loading a .glb:
MeshRenderer.setBox(entity) // Very cheap
MeshRenderer.setSphere(entity) // Cheap
MeshRenderer.setPlane(entity) // Very cheap
Texture Optimization
- Use
.pngfor UI/sprites with transparency - Use
.jpgfor photos and textures without transparency - Compress textures: 512x512 or 1024x1024 max for most use cases
- Use texture atlases (combine multiple textures into one image)
- Avoid 4096x4096 textures unless absolutely necessary
- Reuse materials across entities:
// GOOD: Define material once, apply to many
Material.setPbrMaterial(entity1, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
Material.setPbrMaterial(entity2, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
// Same texture URL = shared in memory
System Optimization
Avoid Per-Frame Allocations
// BAD: Creates new Vector3 every frame
engine.addSystem(() => {
const target = Vector3.create(8, 1, 8) // Allocation!
})
// GOOD: Reuse constants
const TARGET = Vector3.create(8, 1, 8)
engine.addSystem(() => {
// Use TARGET
})
Throttle Expensive Operations
let lastCheck = 0
engine.addSystem((dt) => {
lastCheck += dt
if (lastCheck < 0.5) return // Only run every 0.5 seconds
lastCheck = 0
// Expensive operation here
})
Remove Systems When Not Needed
const systemFn = (dt: number) => { /* ... */ }
engine.addSystem(systemFn)
// When no longer needed:
engine.removeSystem(systemFn)
Loading Time Optimization
- Lazy-load 3D models (load on demand, not all at scene start)
- Use compressed .glb files (Draco compression)
- Minimize total asset size
- Use CDN URLs for large shared assets when possible
- Preload critical assets, defer non-essential ones
Common Performance Pitfalls
- Too many systems: Each system runs every frame. Combine related logic.
- Unnecessary component queries: Cache
engine.getEntitiesWith()results when the set doesn't change. - Large GLTF files: Optimize in Blender before export (decimate, remove hidden faces).
- Uncompressed audio: Use .mp3 instead of .wav for music (10x smaller).
- Continuous raycasting: Set
continuous: falseunless you need per-frame raycasting. - Text rendering:
TextShapeis expensive. UseLabel(UI) for text that doesn't need to be in 3D space.