dbe965d0e915b9c28fcd7083533c8ea65fcca7fb
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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