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@@ -0,0 +1,322 @@
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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 that carries the fix.
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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 | 3 to 5 s freeze when the markers are built over loaded terrain; a share link with the layer on held the loading screen for 22.9 s in one run | #1703 |
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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 | #1704 |
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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 | #1705 |
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| 5 | ALPR cameras | Depth samples inside the overlay paint, repeated on every re-enable: 240 samples and about 1 s across eight toggles. A first-sample freeze of up to 1.9 s was seen in the sweep but not on a second day | #1706 |
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| 6 | Wind | First zoom after load: up to 14 long tasks (longest 414 ms). Re-measured as one-off shader links, not a standing cost: see below | none proposed |
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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 | #1707 (first step), #1722 (batched primitives) |
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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 | #1708 (fleet pass), #1719 (overlay) |
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| 9 | Radio | 7 to 10 long tasks when the directory loads, longest 447 ms | #1709 |
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| 10 | Pointer pick | Not reproduced on a second look: see below | none needed |
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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 | #1710 |
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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 | #1711 |
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| 13 | AIS store | Both vessel maps are walked on every position message, and sorted whole once past the cap | #1712 |
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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 | #1713 (canvas path), #1721 (shader) |
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| 15 | NVG and FLIR styles | Over 100 texture reads per pixel, and 60 renders a second while the style is on. Measured afterwards: the reads cost 0.4 ms a frame at 1440 x 900 and 1.2 ms at 2560 x 1440 | #1718 |
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| 16 | Wind server | Full 0.25 degree GRIB fields decoded on the event loop. Measured afterwards: 68 ms blocked per warm refresh, about 250 ms on the first, about 400 ms when all six keys refresh together | #1717 |
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| 17 | Imported geo files and other per-feature ground clamps | Measured afterwards: imported files do not freeze; see below | none needed |
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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. The cost is only paid when terrain is loaded
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at the time the markers are built, so a cold start with the layer in the URL
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sometimes escapes it.
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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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Pure Cesium; no application code is involved. Above 1,000 km,
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`ScreenSpaceCameraController` `handleZoom` rotates the camera about the cross
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product of the picked point's normal and the screen centre's normal whenever
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their dot product is between 0 and 1. With the pointer on the exact centre pixel
|
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the two are the same vector, yet `n · n` often rounds to `0.9999999999999999`,
|
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so the check passes with a zero axis. `Camera.rotate` then throws
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`DeveloperError: normalized result is not a number` from
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`Scene.initializeFrame`, outside the scene's own try/catch, so
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`scene.renderError` never fires and Cesium stops its render loop for good. The
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pans in the first reproduction only moved the camera to a pose where the
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||||
rounding goes that way.
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|
||||
Fix: make `camera.rotate` ignore a zero or non-finite axis, and recover from any
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stopped loop by restoring the last drawn camera pose and restarting it a bounded
|
||||
number of times before showing Cesium's error panel.
|
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|
||||
### 4. Street Traffic road loading
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||||
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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.
|
||||
- `parseRoads` (`model.js`) asks `cachedGroundFloor` once per coordinate, and
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each call builds several string keys.
|
||||
|
||||
Fix: clip once per coarse tile against the detail tiles' union box and slice the
|
||||
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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||||
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||||
### 5. ALPR cameras
|
||||
|
||||
`refineAnchors` and `anchorFor` in `src/layers/alpr/overlay.js` call
|
||||
`scene.sampleHeight` from the overlay's paint, four per paint. Each is a depth
|
||||
render and a `readPixels`; the first one also compiles the pick shader. Results
|
||||
are kept on the entity, so a rebuild or a re-enable samples everything again.
|
||||
|
||||
Fix: on a terrain globe read `globe.getHeight` through the shared terrain reader
|
||||
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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||||
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||||
### 6. Wind
|
||||
|
||||
The first reading blamed the layer's 916,476 vertices for slow depth reads
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during zoom. Measuring again did not support that: depth reads cost the same
|
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with and without Wind, hiding every wind primitive left pick time unchanged, and
|
||||
the stalls appear on the first zoom only, as shader programs link (seven
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programs, about 0.5 s, long tasks up to 166 ms). Later zooms had none.
|
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|
||||
The roughly 30 renders a second are the animation itself. It is already capped
|
||||
at 30 Hz and stops when paused, hidden, out of view or under reduced motion;
|
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lowering the rate would change how the layer looks. `disable()` releases the
|
||||
baked geometry on purpose, at the price of one task of about 130 ms on
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re-enable.
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||||
A third look, timing every program link on a preview build, settled it: Wind
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||||
owns two shader programs, both link during load in 9 to 18 ms, and none ever
|
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linked during a zoom. The programs that do link on a zoom are Cesium's own
|
||||
globe-surface variants, with Wind on or off, and Cesium links them
|
||||
synchronously. No fix is proposed.
|
||||
|
||||
### 7. Submarine cables
|
||||
|
||||
`src/layers/submarineCables/ingestion.js` loads both collections through
|
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`Cesium.GeoJsonDataSource` with `clampToGround`. Switching the layer on is one
|
||||
task of about 1.4 s, and 1.2 s of it is Cesium reading the terrain height for
|
||||
the 1,917 ground-clamped landing markers, all created in the first frame,
|
||||
including the ones behind the globe.
|
||||
|
||||
Fix, first step: start the landing markers hidden and let the existing horizon
|
||||
sweep show the visible ones a few dozen per frame.
|
||||
|
||||
Fix, second step: draw from batched primitives in place of the entity data
|
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sources: one ground polyline primitive for the lines, one billboard collection
|
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for the landing markers, one point collection and one static polyline primitive
|
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for the reference stems, all kept while the layer is off. That removes the
|
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visualiser tasks, the stall on switch-off and on re-enable, and about 900 MB of
|
||||
heap. The first switch-on still links shaders and builds the ground-line
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||||
geometry once.
|
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|
||||
### 8. Live Flights at whole-globe view
|
||||
|
||||
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
|
||||
each visible aircraft and asks `cachedGroundFloor` for it, including aircraft
|
||||
at cruise altitude that can never touch the floor. Each lookup formats numbers
|
||||
to strings several times and rewrites a cache entry: 40% of the busy time.
|
||||
- The detection overlay (`src/data/detection.js` `_drawOverlay`) collects every
|
||||
detectable object and strokes every bracket on every frame.
|
||||
|
||||
Fix for the first: skip the floor path for a contact clearly above any terrain,
|
||||
make the floor-cell key a number, and stop promoting the cache entry on every
|
||||
read.
|
||||
|
||||
The second turned out smaller than it looked. The bracket strokes are already
|
||||
one path per colour, and collecting the objects is about 3 ms of a 56 ms frame
|
||||
at 4x throttle once the first fix is in. What costs is the per-object loop in
|
||||
`_drawOverlay` (projection, occlusion, alpha, twelve path calls per bracket).
|
||||
|
||||
Fix for the second: keep what a sweep built and reuse it on the next paint when
|
||||
the view and every contact are exactly what it was built from, compared value
|
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by value so no layer has to announce a change. Between two fleet passes most
|
||||
paints qualify, which cuts frame work by a fifth to a third on a still camera
|
||||
at full speed. At 4x throttle a frame outlasts a fleet pass, no paint
|
||||
qualifies, and the gain is a few milliseconds; the fleet pass is what
|
||||
dominates there.
|
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|
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### 9. Radio
|
||||
|
||||
`stationTags()` in `src/layers/radio/categories.js` splits and normalises a
|
||||
station's tags on every `hasTag` call, and `buildRadioCategories` runs that for
|
||||
every station against every category, twice.
|
||||
|
||||
Fix: normalise once per station at ingest and count categories from that.
|
||||
|
||||
### 10. Pointer pick
|
||||
|
||||
Three sessions saw a single `scene.pick` of 207 to 342 ms during a gesture and
|
||||
attributed it to `pickPointer` in `src/voice/pointerPick.js`. Timing every pick
|
||||
across pointer rests, drags and wheel bursts did not bear that out: of 78 picks
|
||||
with CCTV on over London all but two took 3 to 8 ms, and with five heavy layers
|
||||
on, 81 picks took 5 to 30 ms apart from the first (135 ms). `pickPointer` picks
|
||||
at most once per pointer rest.
|
||||
|
||||
The slow pick is the first pick after a layer appears, once per page load, most
|
||||
likely the pick shader compiling, and its stack is CCTV's own hover pick
|
||||
(`src/layers/cctv/hover.js`). No fix is proposed: removing the dwell pick would
|
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only move the one-off cost to the next click.
|
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|
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### 11. CCTV still-image cameras
|
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|
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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.
|
||||
|
||||
Fix: hold only for video. For a still image, request one render when a new image
|
||||
lands or while a focus fade runs.
|
||||
|
||||
### 12. `/api/firms`
|
||||
|
||||
`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.
|
||||
|
||||
Fix: keep the response bytes and their gzip and serve those, as the OpenSky
|
||||
provider does. The route filters to the trailing 24 hours at serve time, so the
|
||||
bytes can only be reused while that filter keeps the same records (about a
|
||||
minute at a time): bursts and several clients gain most, and every response is
|
||||
about seven times smaller.
|
||||
|
||||
### 13. AIS store
|
||||
|
||||
`server/providers/vessels/ais-store.js` calls `pruneAisStreamCache()` for every
|
||||
message; the static-data map is never pruned.
|
||||
|
||||
Fix: prune on a timer, evict in insertion order, and drop a vessel's static
|
||||
entry with the vessel.
|
||||
|
||||
### 14. Satellite clouds on the 3D Tiles map
|
||||
|
||||
`src/layers/weather/infraredImage.js` runs `getImageData`, a per-pixel power
|
||||
curve and `putImageData` over the whole canvas.
|
||||
|
||||
Fix: a 256-entry lookup table applied in place for the canvas path, which
|
||||
halves it; then, for the shell on the 3D Tiles map, the same curve in its
|
||||
fragment shader from a strength uniform, so the image is never read back and a
|
||||
strength change builds no new image.
|
||||
|
||||
### 15. NVG and FLIR styles
|
||||
|
||||
`src/styles/surveillance.js` loops 11 x 11 texture reads per pixel and
|
||||
`src/styles/thermal.js` totals 106. Timed on the GPU, those loops cost about
|
||||
0.4 ms a frame at 1440 x 900 and 1.2 ms at 2560 x 1440 on the test machine:
|
||||
real, but small there. The standing cost is that a style with animated grain
|
||||
holds continuous rendering at 60 frames a second.
|
||||
|
||||
Fix: split the bloom into a row pass and a column pass, which gives the same
|
||||
picture from a fifth to a half of the reads, and step the grain's clock at
|
||||
15 Hz, asking for one frame per step instead of holding the render loop. The
|
||||
grain then changes 15 times a second, which is visible in motion.
|
||||
|
||||
Switching on any style stage at all costs more than the bloom did (1.8 ms a
|
||||
frame at 1440 x 900 for the one-line noir style). That was not looked into.
|
||||
|
||||
### 16. Wind server
|
||||
|
||||
`server/providers/wind/decode.js` decodes about a million doubles per message
|
||||
synchronously, hourly, for six keys.
|
||||
|
||||
Fix: decode on a worker thread, and keep the sampled U and V of the last
|
||||
forecast file per model so that choosing an overlay fetches only its field.
|
||||
|
||||
### 17. Per-feature ground clamps
|
||||
|
||||
`heightReference: CLAMP_TO_GROUND` per feature is also set in
|
||||
`installations/rendering.js`, `alpr/presentation.js`, `ghostMaps/index.js`,
|
||||
`earthquakes/index.js`, `airQuality/index.js`, `news/index.js` and
|
||||
`osmPlaces/index.js`. Their counts were small in these runs (30 to 1,500) and
|
||||
none froze.
|
||||
|
||||
Imported geo files were the one unbounded case, and measuring them cleared
|
||||
them: 20,000 generated points (the import cap) finish in about 1.5 s with a
|
||||
longest task near 0.5 s, because `settleGroundPins` in
|
||||
`src/data/geoFileImport.js` already places pins with `HeightReference.NONE` and
|
||||
resolves heights 256 at a time with a yield between batches. No fix is needed.
|
||||
|
||||
## Checked and fine
|
||||
|
||||
- Start-up of a production build: viewer ready in about 0.5 s, loading screen
|
||||
gone at 1.6 s, three long tasks totalling about 300 ms.
|
||||
- Idle: no frames rendered with no layers on; every render hold was released
|
||||
when its layer went off.
|
||||
- Leaks: all 41 layers toggled three times and ten of them eight times; no
|
||||
timer, scene listener, primitive or data source grew per cycle. The heap
|
||||
levelled off near 320 MB over 7.5 minutes of toggling eleven layers.
|
||||
- At most one long task after load: Military, Satellites (including 11,903
|
||||
Starlink points), Earthquakes, News, Wildlife, GNSS, Drone Airspace, Military
|
||||
Installations, Fire Perimeters, rain radar, lightning, and satellite clouds on
|
||||
the globe map.
|
||||
- Live Flights at city scale with the same 7,500 aircraft loaded: 60 fps, no
|
||||
long tasks.
|
||||
|
||||
## Not covered
|
||||
|
||||
- Google Photorealistic 3D Tiles: nothing was run there. Depth sampling is the
|
||||
only height source on that map, so findings 4, 5 and 17 may be worse.
|
||||
- Live Vessels, FIRMS with data, TomTom traffic, Local ADS-B.
|
||||
- Frame rate on anything but one Apple silicon machine.
|
||||
- One all-layers run over Manhattan grew the heap from 346 to 638 MB in 60 s;
|
||||
whether that is retained was not established.
|
||||
- One Satellites load showed a 5.2 s long task once and never again in four more
|
||||
loads.
|
||||
@@ -6,6 +6,9 @@ specification and should not be used to predict performance on untested systems.
|
||||
The original capture artifacts are not included here, so this page records
|
||||
results rather than defining a runnable benchmark.
|
||||
|
||||
For slowdowns found since, with their causes and fixes, see
|
||||
[PERFORMANCE-AUDIT-2026-11.md](PERFORMANCE-AUDIT-2026-11.md).
|
||||
|
||||
## Test context
|
||||
|
||||
The baseline was captured on 22 August 2026 with these conditions:
|
||||
|
||||
Reference in new issue
Block a user