Full devicePixelRatio vs capped 1× for mobile three.js scenes: fill-rate vs sharpness trade-off
Context A three.js scene targets low-end mobile GPUs where thermal throttling and fill-rate limits are the primary performance constraints. The same build must also render acceptably on high-DPI displays (devicePixelRatio 2–3) without dedicated quality settings per device class. Constraint renderer.setPixelRatio(window.devicePixelRatio) multiplies drawing-bu