# Research: Canvas/SVG Performance on Mobile ## Hypothesis We can sustain 60 fps for 150–365 tiles with glow/overlay on mid-range devices by batching draws and minimizing per-frame allocations. ## Questions - FPS across tile counts (30, 90, 180, 365) and DPR (1.0, 2.0, 3.0) - Cost of static overlay and glyph rendering - Breakpoints for reduced motion or static rendering ## Method - Use `/packages/viz/poc/index.html` harness - Test devices: low-end Android, mid Android, iPhone - Record FPS and memory; profile with devtools ## Test Matrix (fill during runs) | DPR | Animate | Tiles | FPS | Notes | |-----|---------|-------|-----|-------| | 1 | false | 30 | | | | 1 | false | 90 | | | | 1 | false | 180 | | | | 1 | false | 365 | | | | 1 | true | 30 | | | | 1 | true | 90 | | | | 1 | true | 180 | | | | 1 | true | 365 | | | | 2 | false | 30 | | | | 2 | false | 90 | | | | 2 | false | 180 | | | | 2 | false | 365 | | | | 2 | true | 30 | | | | 2 | true | 90 | | | | 2 | true | 180 | | | | 2 | true | 365 | | | ## Acceptance - 55–60 fps at 180 tiles on mid devices - Document fallback thresholds and settings ## Deliverables - Metrics table; recommendations for renderer design