Vessels move only when a poll lands, yet enabling the layer held the
continuous render loop for its lifetime, so a parked vessels-only scene
rendered every frame. The layer now:
- requests a frame for every forced visibility pass (new data, selection);
- leaves one trailing frame when the camera moved inside the 800 ms
visibility cadence, so the view the camera stopped on is evaluated. It is
keyed to camera motion alone: the pass's own label publication requests a
frame, and scheduling on that looped at ~1.2 Hz;
- holds 'ais-vessels' only while focus emphasis is animating.
The 80 ms focus pass, which runs while anything is tracked, also skips hidden
sprites whose focus state is at rest (new spriteFocusAtRest) and whose alpha
is already 1: advancing them changes nothing, and with a 12k worldwide feed
they are most of the fleet.
Measured: a parked vessels-only scene (headless SwiftShader) went from
continuous mode and 28 frames in 5 s to idle and 0; horizon visibility had no
mismatches after the camera moved and settled. The focus pass over 12,000
vessels (11,353 hidden) went from ~4.0 ms to ~1.2 ms.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fleet tick dead-reckoned, floored and distance-tested every contact on
every ~80 ms tick, then hid the ones behind the horizon. The worldwide feed
carries ~13k contacts; zoomed in, well under 1% are on screen, so nearly all
of that work produced a hidden billboard.
A contact that is already hidden and still behind the horizon at its last
position now re-reckons only on its turn in a staggered one-in-12-ticks
rotation (about once a second, HIDDEN_CONTACT_DR_TICKS). Anything that
position puts in view, and any contact with a fleet model, takes the full
pass immediately, so on-screen behaviour is unchanged. Hidden-inclusive
proximity queries (getNearby includeHidden, getAllPositions) read positions
at most about a second old, well inside the 30 s poll's uncertainty.
Measured in Chrome on a Radeon 780M, ~12.9k contacts, 56 on screen over
Colombia at 4 km, same view before and after:
fleet tick 7.66 -> 2.03 ms/frame, longest tick 50.9 -> ~16 ms
frame 20.6 -> 14.0 ms, 42.9 -> 57.8 FPS
Teleporting the camera to Madrid showed 975 contacts within 100 ms.
Co-Authored-By: Claude Opus 5.5 <[email protected]>