DoesItRunOnGet early access

Use case

three.js performance testing on real phones

Your three.js scene is silky at 60 fps on a MacBook and renders at 11 fps on a Galaxy A52 — and you found out from a client, on launch day. DoesItRunOn finds out for you, automatically, on real devices, before anyone else does.

No spam. One email when early access opens.

The three.js mobile trap

Three.js makes beautiful scenes easy — and mobile-hostile defaults easier. Full-resolution render targets on high-DPR screens, post-processing chains, real-time shadows, unmerged draw calls: each is invisible on a desktop GPU and catastrophic on a mid-range phone's fill-rate budget. The r3f/three.js optimization advice all ends the same way: “test on real devices.” Nobody tells you how to do that repeatably.

Measure, tweak, re-run

With DoesItRunOn you point a run at your deployed scene (or a preview URL), optionally script the camera path or interaction that matters, and get back FPS and frame-time numbers per device. Halve your shadow map, drop DPR to 1.5, bake the lighting — then re-run and see the delta on the exact hardware that was struggling, instead of guessing.

For agencies: a deliverable, not a promise

If you ship award-site work, “smooth on mid-range Android” becomes a report you can attach to the handoff — median and p95 FPS across a named device list — rather than a claim the client tests with their own five-year-old phone in the meeting.

See your numbers on real hardware

Join the waitlist — early members lock in launch pricing and vote on the device pool.

No spam. One email when early access opens.

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