Knowit dbe965d0e9 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>
2026-05-03 03:09:44 +08:00
web
2026-05-01 22:05:22 +08:00
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