Mobile scroll perf: cut paint cost and re-render rate
Mobile scrolling was janky from a stack of expensive paint passes running every frame. This pass: - CSS: hide .grain (SVG feTurbulence is the single biggest cost), drop mix-blend-mode on .haze/.smoke-puff, drop backdrop-filter on .cmd-box, hide the blurred arm-glow, and remove blur filters from chip-glow / conveyor-pulse / scan-tear under <=760px. - JSX: capture an IS_MOBILE flag once at boot. On mobile, halve smoke puffs / chimneys / sparks / chip-pulse dots / embers, and switch GSAP scrub from 0.6 (rAF interpolation) to true (direct scroll-tied) — which is cheaper and more responsive. - HUD: gate setProgress() on a changed integer depth (0..100) so we re-render at most ~100 times per full scroll instead of every frame. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -9,7 +9,7 @@
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<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
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<link href="https://fonts.googleapis.com/css2?family=IBM+Plex+Mono:wght@300;400;500;600&family=VT323&display=swap" rel="stylesheet" />
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<link rel="stylesheet" href="styles.css?v=20260503-mobile" />
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<link rel="stylesheet" href="styles.css?v=20260503-mobile2" />
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<!-- Preload background images -->
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<link rel="preload" as="image" href="assets/exterior-factory.png" />
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@@ -28,6 +28,6 @@
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<script src="https://unpkg.com/gsap@3.12.5/dist/gsap.min.js"></script>
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<script src="https://unpkg.com/gsap@3.12.5/dist/ScrollTrigger.min.js"></script>
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<script type="text/babel" src="app.jsx?v=20260503-mobile"></script>
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<script type="text/babel" src="app.jsx?v=20260503-mobile2"></script>
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</body>
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</html>
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