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docs(performance): slowdown audit of main, with the cause and fix for each finding
Co-Authored-By: Claude Fable 5.2 <[email protected]>
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# Slowdown audit, November 2026
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A sweep of `main` (`c02ede3bb`, 13 November 2026) for bugs that freeze the page
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or hold the frame rate down. This page lists what was found, why it happens and
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how to fix it, and names the pull request that carries each fix.
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[PERFORMANCE.md](PERFORMANCE.md) is the measured baseline of a healthy build;
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this page is the list of things that fall outside it.
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## How it was measured
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- Keyless dev server, headless Chrome at 1440 x 900 on Apple silicon (Metal
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through ANGLE), default globe map.
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- Per scenario: load, a spell at rest, scripted drags and wheel zooms, then a
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settle. Long tasks were counted with a `PerformanceObserver`, the hot function
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named from a CPU profile, and `globe.getHeight`, `scene.sampleHeight`,
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`scene.pick` and friends wrapped to count calls and time.
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- A long task is one main-thread task over 50 ms. With no layers on, the
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baseline is two at load (longest about 240 ms) and none afterwards, with zero
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frames rendered while the camera is still.
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- Four profiling sessions ran on one machine at the same time, so absolute
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timings carry some noise. Ratios against the baseline are what to read.
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Nothing here was measured on Google Photorealistic 3D Tiles, on a discrete or
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integrated PC GPU, or with keyed feeds (AISStream, FIRMS, TomTom). Those rows
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are marked "read in code".
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## Findings and fixes
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Worst first. "Fix" names the pull request; a dash means none is open yet.
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### Measured
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| # | Where | What happens | Fix |
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| ---: | --- | --- | --- |
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| 1 | Bike Share, local data layers, Transit, Rail | 18 s freeze switching Bike Share on over New York (2,519 stations); 2.7 s on Data Centers; multi-second freezes with Transit while zooming | #1688, #1689 |
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| 2 | Shipwrecks | 4.6 to 5.1 s freeze when the markers are first built; a share link with the layer on holds the loading screen for 22.9 s | — |
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| 3 | Camera | Rendering stops until reload: at a whole-globe view looking straight down, pan a few times, then scroll one notch | — |
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| 4 | Street Traffic | Zooming at 250 m over Manhattan: 25 long tasks in 24 s, longest 746 ms, 6.6 s in total | — |
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| 5 | ALPR cameras | Up to a 1.9 s long task on load; eight off/on toggles cost 512 depth samples and 6.3 s | — |
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| 6 | Wind | 14 long tasks while zooming (longest 414 ms), 3.2 s of long tasks on load, about 32 renders a second for as long as it is on | — |
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| 7 | Submarine cables | About 2 s of long tasks on load, heap briefly at 1 GB, about 0.5 s again on each re-enable | — |
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| 8 | Live Flights at whole-globe view with detection labels | Fine on the test machine; at 4x CPU throttle, 8 fps with 143 long tasks in 15 s | — |
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| 9 | Radio | 7 to 10 long tasks when the directory loads, longest 447 ms | — |
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| 10 | Pointer pick | One pick on a pointer gesture takes 207 to 342 ms with an entity-heavy layer on, against about 4 ms with none | — |
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| 11 | CCTV | A still-image camera holds continuous rendering at 60 frames a second although its picture changes about every 10 s | — |
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### Read in code
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| # | Where | What happens | Fix |
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| ---: | --- | --- | --- |
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| 12 | `/api/firms` | The whole fire set is filtered, serialised and sent uncompressed on every request; 15 to 55 MB estimated in a heavy season | — |
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| 13 | AIS store | Both vessel maps are walked on every position message, and sorted whole once past the cap | — |
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| 14 | Satellite clouds on the 3D Tiles map | A CPU pass over a 4096 x 2048 image, 90 to 180 ms measured on a synthetic canvas, twice in a row | — |
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| 15 | NVG and FLIR styles | Over 100 texture reads per pixel on every frame | — |
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| 16 | Wind server | Full 0.25 degree GRIB fields decoded on the event loop, 200 to 600 ms estimated per refresh | — |
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| 17 | Imported geo files and other per-feature ground clamps | The Shipwrecks pattern (finding 2) at whatever size the data has | — |
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## Cause and fix, per finding
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### 1. Terrain height reads
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`globe.getHeight` casts a ray against the mesh of the tile under the point, and
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`scene.sampleHeight` renders a depth pass. Transit asked for every trail fix of
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every vehicle several times per poll; Bike Share sampled every station in one
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go. The fix keeps heights per point in one shared reader with a read budget
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(`src/services/terrainSurface.js`) and spreads the depth samples across frames.
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### 2. Shipwrecks
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`rebuild()` in `src/layers/shipwrecks/index.js` adds 7,958 billboards with
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`heightReference: CLAMP_TO_GROUND`. Each constructor runs
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`Billboard._updateClamping`, which intersects a ray with the terrain mesh,
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synchronously: 4.8 of the 4.9 s.
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Fix: do not clamp. Wrecks are at sea and the markers already ignore the depth
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test, so place them on the ellipsoid with `HeightReference.NONE`.
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### 3. Camera: rendering stops after pan then zoom
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Cesium's zoom-to-cursor path (`ScreenSpaceCameraController` `zoom3D` →
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`handleZoom` → `Camera.rotate`) builds a rotation from a zero or NaN axis when
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the camera looks straight down at a whole-globe view, throws
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`DeveloperError: normalized result is not a number`, and Cesium stops its render
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loop for good.
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Fix: keep the wheel zoom off the degenerate case (no zoom-to-cursor at near
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−90° pitch above a set altitude, or a pitch nudged off exactly −90°), and handle
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`scene.renderError` by restoring a sane camera and restarting the loop, so one
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bad frame does not need a reload.
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### 4. Street Traffic road loading
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Three costs in one task after the detail tiles arrive, in
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`src/layers/traffic/source.js`:
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- `outsideDetailTiles` clips every coarse z12 road against every loaded detail
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tile (up to 16) for four regions.
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- The composed set is then handed on with `replace: true`, so
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`ingestion.js` parses every road again although each tile was parsed as it
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streamed.
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- `parseRoads` (`model.js`) asks `cachedGroundFloor` once per coordinate, and
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each call builds several string keys.
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Fix: clip once per coarse tile against the detail tiles' union box and slice the
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work across frames (or do it in the vector-tile worker); reuse the roads parsed
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while streaming and parse only the clipped coarse remainder; look the floor up
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once per floor cell within a parse.
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This is separate from the one-viewport-tile-at-a-time loading recorded in
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[KNOWN-ISSUES.md](KNOWN-ISSUES.md).
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### 5. ALPR cameras
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`refineAnchors` and `anchorFor` in `src/layers/alpr/overlay.js` call
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`scene.sampleHeight` from the overlay's paint, four per paint. Each is a depth
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render and a `readPixels`; the first one also compiles the pick shader. Results
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are kept on the entity, so a rebuild or a re-enable samples everything again.
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Fix: on a terrain globe read `globe.getHeight` through the shared terrain reader
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instead of sampling; keep the answers in a map keyed by camera that outlives the
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entities; move what sampling remains out of the paint into a queue of one per
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frame.
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### 6. Wind
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The layer draws 7,184 paths as 916,476 vertices in 73 primitives. Cesium's
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zoom-to-cursor reads the depth buffer back, which has to flush that draw: 1.9 s
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of `readPixels` in a zoom against 0.2 s without Wind. A frame loop in
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`src/layers/wind/rendering.js` requests a render about 32 times a second to
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advance one uniform, and `disable()` throws the baked geometry away.
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Fix: fewer vertices (merged typed-array geometry, shorter or fewer paths), keep
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the bake across disable and enable, register the animation with the render
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governor at a lower rate, and keep wind out of the depth and pick passes.
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### 7. Submarine cables
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`src/layers/submarineCables/ingestion.js` loads both collections through
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`Cesium.GeoJsonDataSource` with `clampToGround`. That is one entity per cable
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part, and the entity visualisers walk all of them on every update.
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Fix: build one batched `GroundPolylinePrimitive` and one
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`PointPrimitiveCollection` directly, and keep them across disable and enable.
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### 8. Live Flights at whole-globe view
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Two costs that scale with the 7,500 aircraft of a full poll:
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- The fleet pass (`src/layers/flights/rendering.js`, every 80 ms) dead-reckons
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each visible aircraft and asks `cachedGroundFloor` for it, including aircraft
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at cruise altitude that can never touch the floor. Each lookup formats numbers
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to strings several times and rewrites a cache entry: 40% of the busy time.
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- The detection overlay (`src/data/detection.js` `_drawOverlay`) collects every
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detectable object and strokes every bracket on every frame.
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Fix: skip the floor path for a contact clearly above any terrain, keep the floor
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per aircraft per fix, make the floor-cell key a number, and stop promoting the
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cache entry on every read. Collect detection candidates when the fleet pass, the
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poll or the camera changes rather than per frame, and stroke the brackets as one
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path per colour.
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### 9. Radio
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`stationTags()` in `src/layers/radio/categories.js` splits and normalises a
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station's tags on every `hasTag` call, and `buildRadioCategories` runs that for
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every station against every category, twice.
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Fix: normalise once per station at ingest and count categories from that.
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### 10. Pointer pick
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`pickPointer` in `src/voice/pointerPick.js` calls `scene.pick` on pointer
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gestures. A pick renders the scene's pickable primitives, so its cost follows
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the entity count of whatever layers are on.
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Fix: do not pick while a gesture is in progress; pick once when the pointer
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rests, or only when something consumes the answer.
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### 11. CCTV still-image cameras
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`src/layers/cctv/projection.js` holds continuous rendering for as long as any
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projected camera is active and redraws the projection every frame.
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Fix: hold only for video. For a still image, request one render when a new image
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lands or while a focus fade runs.
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### 12. `/api/firms`
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`server/providers/firms.js` builds the payload and calls `JSON.stringify` per
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request, with no kept body and no compression, and the client refetches every
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ten minutes.
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Fix: build the body and its gzip once per refresh and serve those bytes, as the
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OpenSky provider does.
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### 13. AIS store
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`server/providers/vessels/ais-store.js` calls `pruneAisStreamCache()` for every
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message; the static-data map is never pruned.
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Fix: prune on a timer, evict in insertion order, and drop a vessel's static
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entry with the vessel.
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### 14. Satellite clouds on the 3D Tiles map
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`src/layers/weather/infraredImage.js` runs `getImageData`, a per-pixel power
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curve and `putImageData` over the whole canvas.
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Fix: a 256-entry lookup table applied in place for the canvas path; for the
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shell, do the transfer in its fragment shader.
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### 15. NVG and FLIR styles
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`src/styles/surveillance.js` loops 11 x 11 texture reads per pixel and
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`src/styles/thermal.js` totals 106.
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Fix: a separable or half-resolution blur, and noise ticked at about 15 Hz.
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### 16. Wind server
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`server/providers/wind/decode.js` decodes about a million doubles per message
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synchronously, hourly, for six keys.
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Fix: decode in a worker thread and keep the decoded U and V fields per cycle.
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### 17. Per-feature ground clamps
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`heightReference: CLAMP_TO_GROUND` per feature is also set in
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`installations/rendering.js`, `alpr/presentation.js`, `ghostMaps/index.js`,
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`earthquakes/index.js`, `airQuality/index.js`, `news/index.js`,
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`osmPlaces/index.js` and `src/data/geoFileImport.js`. Their counts were small in
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these runs (30 to 1,500), but an imported file sets its own size.
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Fix: where the count is not bounded, place through the shared terrain reader or
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add in slices across frames.
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## Checked and fine
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- Start-up of a production build: viewer ready in about 0.5 s, loading screen
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gone at 1.6 s, three long tasks totalling about 300 ms.
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- Idle: no frames rendered with no layers on; every render hold was released
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when its layer went off.
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- Leaks: all 41 layers toggled three times and ten of them eight times; no
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timer, scene listener, primitive or data source grew per cycle. The heap
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levelled off near 320 MB over 7.5 minutes of toggling eleven layers.
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- At most one long task after load: Military, Satellites (including 11,903
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Starlink points), Earthquakes, News, Wildlife, GNSS, Drone Airspace, Military
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Installations, Fire Perimeters, rain radar, lightning, and satellite clouds on
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the globe map.
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- Live Flights at city scale with the same 7,500 aircraft loaded: 60 fps, no
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long tasks.
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## Not covered
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- Google Photorealistic 3D Tiles: nothing was run there. Depth sampling is the
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only height source on that map, so findings 4, 5 and 17 may be worse.
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- Live Vessels, FIRMS with data, TomTom traffic, Local ADS-B.
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- Frame rate on anything but one Apple silicon machine.
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- One all-layers run over Manhattan grew the heap from 346 to 638 MB in 60 s;
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whether that is retained was not established.
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- One Satellites load showed a 5.2 s long task once and never again in four more
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loads.
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@@ -6,6 +6,9 @@ specification and should not be used to predict performance on untested systems.
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The original capture artifacts are not included here, so this page records
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results rather than defining a runnable benchmark.
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For slowdowns found since, with their causes and fixes, see
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[PERFORMANCE-AUDIT-2026-11.md](PERFORMANCE-AUDIT-2026-11.md).
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## Test context
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The baseline was captured on 22 August 2026 with these conditions:
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