I was thinking that for some projects I do 60fps is not totally needed. I figured I could have more objects and things that ran at 30fps if I could get it to run smoothly at that framerate. I figured if I edited the requestAnimationFrame shim inside of three.js I could limit it to 30 that way. But I was wondering if there was a better way to do this using three.js itself as provided. Also, will this give me the kind of performance increase I am thinking. Will I be able to render twice as many objects at 30fps as I will at 60? I know the difference between running things at 30 and 60, but will I be able to get it to run at a smooth constant 30fps?
I generally use the WebGLRenderer, and fall back to Canvas if needed except for projects that are targeting one specifically, and typically those are webgl shader projects.
What about something like this:
function animate() {
setTimeout( function() {
requestAnimationFrame( animate );
}, 1000 / 30 );
renderer.render();
}