perf: adaptive performance mode for mobile

Auto-detect low-end devices (< 4 cores or touch) and reduce visual
complexity: 60% fewer particles, 6 vs 16 speed lines, 15 vs 40 stars,
halved datacenter buildings/racks, skip LED blinking animations,
fewer GPU graveyard chips, reduced afterimages and exhaust particles.

Toggle in fight viewer (LO/HI button), persisted in localStorage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-09 00:00:48 +00:00
co-authored by Claude Opus 4.6
parent 78f83a7520
commit 5af5ee1cba
4 changed files with 97 additions and 31 deletions
+18
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@@ -13,6 +13,7 @@ import {
sfxRandomComedy, sfxRandomFail, sfxVineBoom, sfxEmotionalDamage, sfxRandomComedy, sfxRandomFail, sfxVineBoom, sfxEmotionalDamage,
} from '../game/audio' } from '../game/audio'
import { isKokoroLoading, getKokoroProgress } from '../game/tts' import { isKokoroLoading, getKokoroProgress } from '../game/tts'
import { isPerfMode, setPerfMode } from '../game/fight/config'
interface Round { interface Round {
roundNumber: number roundNumber: number
@@ -73,6 +74,7 @@ const hitTextY = ref(30)
const glitching = ref(false) const glitching = ref(false)
const soundOn = ref(true) const soundOn = ref(true)
const insanityMode = ref(false) const insanityMode = ref(false)
const perfMode = ref(false)
// Zap the winner // Zap the winner
const zapSent = ref(false) const zapSent = ref(false)
@@ -155,6 +157,12 @@ function toggleInsanity() {
} }
} }
perfMode.value = isPerfMode()
function togglePerfMode() {
perfMode.value = !perfMode.value
setPerfMode(perfMode.value)
}
// Staggered log // Staggered log
const logItems = ref<{ type: string; round: number; text: string; color: string }[]>([]) const logItems = ref<{ type: string; round: number; text: string; color: string }[]>([])
@@ -808,6 +816,16 @@ async function _doReplay() {
<path d="M11 5L6 9H2v6h4l5 4V5z"/><line x1="23" y1="9" x2="17" y2="15"/><line x1="17" y1="9" x2="23" y2="15"/> <path d="M11 5L6 9H2v6h4l5 4V5z"/><line x1="23" y1="9" x2="17" y2="15"/><line x1="17" y1="9" x2="23" y2="15"/>
</svg> </svg>
</button> </button>
<button
class="w-8 h-8 flex items-center justify-center border text-[9px] font-pixel tracking-wider transition-all"
:class="perfMode
? 'border-neon-green/70 text-neon-green bg-neon-green/10'
: 'border-border/50 text-text-muted hover:text-neon-green hover:border-neon-green/50'"
:title="perfMode ? 'Performance mode ON (fewer particles)' : 'Performance mode OFF'"
@click="togglePerfMode"
>
{{ perfMode ? 'LO' : 'HI' }}
</button>
<button <button
v-if="isReplaying" v-if="isReplaying"
class="h-8 px-2 flex items-center justify-center border text-[9px] font-pixel tracking-wider transition-all" class="h-8 px-2 flex items-center justify-center border text-[9px] font-pixel tracking-wider transition-all"
+25 -13
View File
@@ -8,7 +8,7 @@ import { ARENA_THEMES, spriteAnims, CHALLENGE_THEMED, TIER_ULTIMATES, CREATOR_MO
import { import {
CREATOR_ULTIMATE_CHANCE, CREATOR_THEMED_MOVE_RATIO, CREATOR_ULTIMATE_CHANCE, CREATOR_THEMED_MOVE_RATIO,
CRIT_THEMED_RATIO, CHOREOGRAPHY_THEMED_RATIO, CHOREOGRAPHY_GENERIC_CUTOFF, CRIT_THEMED_RATIO, CHOREOGRAPHY_THEMED_RATIO, CHOREOGRAPHY_GENERIC_CUTOFF,
TIER_ULTIMATE_CHANCES, TIER_ULTIMATE_CHANCES, isPerfMode, perfParticles,
} from './fight/config' } from './fight/config'
import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles' import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles'
import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects' import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects'
@@ -361,9 +361,10 @@ export async function createFightScene(config: FightSceneConfig) {
// Hyperspeed lines — converging toward a point // Hyperspeed lines — converging toward a point
function hyperSpeedLines(targetX: number, targetY: number, duration: number = 0.3) { function hyperSpeedLines(targetX: number, targetY: number, duration: number = 0.3) {
const lineCount = isPerfMode() ? 6 : 16
const lines: GameObj[] = [] const lines: GameObj[] = []
for (let i = 0; i < 16; i++) { for (let i = 0; i < lineCount; i++) {
const angle = (i / 16) * Math.PI * 2 const angle = (i / lineCount) * Math.PI * 2
const dist = 300 + Math.random() * 200 const dist = 300 + Math.random() * 200
const sx = targetX + Math.cos(angle) * dist const sx = targetX + Math.cos(angle) * dist
const sy = targetY + Math.sin(angle) * dist const sy = targetY + Math.sin(angle) * dist
@@ -415,7 +416,8 @@ export async function createFightScene(config: FightSceneConfig) {
// Spawn afterimages: trailing ghost sprites behind a moving fighter // Spawn afterimages: trailing ghost sprites behind a moving fighter
function spawnAfterimages(fighter: Fighter, count: number = 3) { function spawnAfterimages(fighter: Fighter, count: number = 3) {
if (!fighter?.exists()) return if (!fighter?.exists()) return
for (let i = 0; i < count; i++) { const n = isPerfMode() ? Math.max(1, Math.round(count * 0.5)) : count
for (let i = 0; i < n; i++) {
const ghost = k.add([ const ghost = k.add([
k.rect(FRAME_SIZE * Math.abs(fighter.scale.x), FRAME_SIZE * Math.abs(fighter.scale.y)), k.rect(FRAME_SIZE * Math.abs(fighter.scale.x), FRAME_SIZE * Math.abs(fighter.scale.y)),
k.pos(fighter.pos.x - i * 8 * Math.sign(fighter.scale.x), fighter.pos.y), k.pos(fighter.pos.x - i * 8 * Math.sign(fighter.scale.x), fighter.pos.y),
@@ -456,7 +458,8 @@ export async function createFightScene(config: FightSceneConfig) {
const acc = theme.accent const acc = theme.accent
// Parallax stars/particles in the sky // Parallax stars/particles in the sky
for (let i = 0; i < 40; i++) { const starCount = isPerfMode() ? 15 : 40
for (let i = 0; i < starCount; i++) {
const star = k.add([ const star = k.add([
k.rect(1 + Math.random() * 2, 1 + Math.random() * 2), k.rect(1 + Math.random() * 2, 1 + Math.random() * 2),
k.pos(Math.random() * W, Math.random() * (GROUND_Y - 20)), k.pos(Math.random() * W, Math.random() * (GROUND_Y - 20)),
@@ -472,21 +475,25 @@ export async function createFightScene(config: FightSceneConfig) {
} }
if (a === 'datacenter' || a === 'localhost') { if (a === 'datacenter' || a === 'localhost') {
const perf = isPerfMode()
// City skyline silhouette behind the racks // City skyline silhouette behind the racks
const buildingHeights = [0.55, 0.4, 0.65, 0.35, 0.7, 0.45, 0.6, 0.5, 0.72, 0.38, 0.58, 0.42] const buildingHeights = perf
? [0.55, 0.65, 0.7, 0.6, 0.72, 0.58]
: [0.55, 0.4, 0.65, 0.35, 0.7, 0.45, 0.6, 0.5, 0.72, 0.38, 0.58, 0.42]
for (let i = 0; i < buildingHeights.length; i++) { for (let i = 0; i < buildingHeights.length; i++) {
const bw = W / buildingHeights.length + 4 const bw = W / buildingHeights.length + 4
const bh = GROUND_Y * buildingHeights[i] const bh = GROUND_Y * buildingHeights[i]
const bx = i * (W / buildingHeights.length) const bx = i * (W / buildingHeights.length)
k.add([k.rect(bw, bh), k.pos(bx, GROUND_Y - bh), k.color(safeColor(k, '#060610')), k.opacity(0.5), k.z(0)]) k.add([k.rect(bw, bh), k.pos(bx, GROUND_Y - bh), k.color(safeColor(k, '#060610')), k.opacity(0.5), k.z(0)])
const winStep = perf ? 14 : 7
for (let wy = 0; wy < bh - 10; wy += 8) { for (let wy = 0; wy < bh - 10; wy += 8) {
for (let wx = 4; wx < bw - 6; wx += 7) { for (let wx = 4; wx < bw - 6; wx += winStep) {
const win = k.add([ const win = k.add([
k.rect(3, 3), k.pos(bx + wx, GROUND_Y - bh + 6 + wy), k.rect(3, 3), k.pos(bx + wx, GROUND_Y - bh + 6 + wy),
k.color(safeColor(k, Math.random() > 0.4 ? '#223355' : '#ffcc44')), k.color(safeColor(k, Math.random() > 0.4 ? '#223355' : '#ffcc44')),
k.opacity(0.15 + Math.random() * 0.2), k.z(0), k.opacity(0.15 + Math.random() * 0.2), k.z(0),
]) ])
if (Math.random() < 0.15) { if (!perf && Math.random() < 0.15) {
const blink = 0.03 + Math.random() * 0.06 const blink = 0.03 + Math.random() * 0.06
win.onUpdate(() => { win.opacity = Math.random() > blink ? win.opacity : (Math.random() > 0.5 ? 0.3 : 0.05) }) win.onUpdate(() => { win.opacity = Math.random() > blink ? win.opacity : (Math.random() > 0.5 ? 0.3 : 0.05) })
} }
@@ -494,11 +501,13 @@ export async function createFightScene(config: FightSceneConfig) {
} }
} }
// Server rack wall // Server rack wall
for (let row = 0; row < 4; row++) { const rackRows = perf ? 2 : 4
for (let col = 0; col < 10; col++) { const rackCols = perf ? 5 : 10
const lx = 15 + col * (W / 10) for (let row = 0; row < rackRows; row++) {
for (let col = 0; col < rackCols; col++) {
const lx = 15 + col * (W / rackCols)
const ly = 15 + row * 55 const ly = 15 + row * 55
const rackW = W / 10 - 8 const rackW = W / rackCols - 8
const rackH = 48 const rackH = 48
k.add([k.rect(rackW, rackH), k.pos(lx, ly), k.color(safeColor(k, '#06060f')), k.opacity(0.6), k.z(1)]) k.add([k.rect(rackW, rackH), k.pos(lx, ly), k.color(safeColor(k, '#06060f')), k.opacity(0.6), k.z(1)])
k.add([k.rect(rackW, 1), k.pos(lx, ly), k.color(safeColor(k, '#1a1a3a')), k.opacity(0.4), k.z(1)]) k.add([k.rect(rackW, 1), k.pos(lx, ly), k.color(safeColor(k, '#1a1a3a')), k.opacity(0.4), k.z(1)])
@@ -507,6 +516,7 @@ export async function createFightScene(config: FightSceneConfig) {
for (let s = 0; s < 5; s++) { for (let s = 0; s < 5; s++) {
k.add([k.rect(rackW - 6, 1), k.pos(lx + 3, ly + 8 + s * 8), k.color(safeColor(k, '#111122')), k.opacity(0.5), k.z(1)]) k.add([k.rect(rackW - 6, 1), k.pos(lx + 3, ly + 8 + s * 8), k.color(safeColor(k, '#111122')), k.opacity(0.5), k.z(1)])
} }
if (!perf) {
for (let led = 0; led < 3; led++) { for (let led = 0; led < 3; led++) {
const ledEl = k.add([ const ledEl = k.add([
k.rect(2, 2), k.pos(lx + 4 + led * 6, ly + 4), k.rect(2, 2), k.pos(lx + 4 + led * 6, ly + 4),
@@ -525,6 +535,7 @@ export async function createFightScene(config: FightSceneConfig) {
} }
} }
} }
}
// Cable bundles // Cable bundles
for (let c = 0; c < 6; c++) { for (let c = 0; c < 6; c++) {
const cy = 3 + c * 2 const cy = 3 + c * 2
@@ -536,7 +547,8 @@ export async function createFightScene(config: FightSceneConfig) {
} else if (a === 'gpu_graveyard') { } else if (a === 'gpu_graveyard') {
// Floating circuit board fragments // Floating circuit board fragments
for (let i = 0; i < 16; i++) { const chipCount = isPerfMode() ? 6 : 16
for (let i = 0; i < chipCount; i++) {
const cx = Math.random() * W const cx = Math.random() * W
const cy = 20 + Math.random() * (GROUND_Y - 60) const cy = 20 + Math.random() * (GROUND_Y - 60)
const cw = 15 + Math.random() * 25 const cw = 15 + Math.random() * 25
+32
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@@ -2,6 +2,38 @@
// Gameplay constants — all tunable magic numbers in one place // Gameplay constants — all tunable magic numbers in one place
// ═══════════════════════════════════════════════════════════════ // ═══════════════════════════════════════════════════════════════
// --- Performance mode ---
const PERF_KEY = 'bf_perf_mode'
function detectLowEnd(): boolean {
if (typeof navigator === 'undefined') return false
const cores = navigator.hardwareConcurrency || 4
const mobile = navigator.maxTouchPoints > 0
return cores < 4 || mobile
}
function loadPerfPref(): boolean | null {
try {
const v = localStorage.getItem(PERF_KEY)
if (v === '1') return true
if (v === '0') return false
} catch {}
return null
}
let _perfMode = loadPerfPref() ?? detectLowEnd()
export function isPerfMode(): boolean { return _perfMode }
export function setPerfMode(on: boolean): void {
_perfMode = on
try { localStorage.setItem(PERF_KEY, on ? '1' : '0') } catch {}
}
/** Scale a particle count down in performance mode (40%) */
export function perfParticles(count: number): number {
return _perfMode ? Math.max(1, Math.round(count * 0.4)) : count
}
// --- Choreography selection probabilities --- // --- Choreography selection probabilities ---
export const CREATOR_ULTIMATE_CHANCE = 0.5 // Creator ultimate chance (non-crit); 1.0 on crits export const CREATOR_ULTIMATE_CHANCE = 0.5 // Creator ultimate chance (non-crit); 1.0 on crits
export const CREATOR_THEMED_MOVE_RATIO = 0.6 // Creator uses creator-themed moves 60% of the time export const CREATOR_THEMED_MOVE_RATIO = 0.6 // Creator uses creator-themed moves 60% of the time
+7 -3
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@@ -1,9 +1,11 @@
import type { FightContext } from './types' import type { FightContext } from './types'
import { perfParticles, isPerfMode } from './config'
export function spawnSparks(ctx: FightContext, x: number, y: number, count: number, color: string): void { export function spawnSparks(ctx: FightContext, x: number, y: number, count: number, color: string): void {
const { k, safeColor } = ctx const { k, safeColor } = ctx
const n = perfParticles(count)
const intense = count > 8 const intense = count > 8
for (let i = 0; i < count; i++) { for (let i = 0; i < n; i++) {
const angle = Math.random() * Math.PI * 2 const angle = Math.random() * Math.PI * 2
const speed = (intense ? 150 : 100) + Math.random() * (intense ? 400 : 300) const speed = (intense ? 150 : 100) + Math.random() * (intense ? 400 : 300)
const size = (intense ? 3 : 2) + Math.random() * (intense ? 6 : 4) const size = (intense ? 3 : 2) + Math.random() * (intense ? 6 : 4)
@@ -31,7 +33,8 @@ export function spawnSparks(ctx: FightContext, x: number, y: number, count: numb
export function spawnBulletHoles(ctx: FightContext, x: number, y: number, count: number): void { export function spawnBulletHoles(ctx: FightContext, x: number, y: number, count: number): void {
const { k, safeColor, trackedTimeout, trackedInterval, clearTracked } = ctx const { k, safeColor, trackedTimeout, trackedInterval, clearTracked } = ctx
for (let i = 0; i < count; i++) { const n = perfParticles(count)
for (let i = 0; i < n; i++) {
const hole = k.add([ const hole = k.add([
k.circle(3 + Math.random() * 3), k.circle(3 + Math.random() * 3),
k.pos(x + (Math.random() - 0.5) * 40, y + (Math.random() - 0.5) * 60), k.pos(x + (Math.random() - 0.5) * 40, y + (Math.random() - 0.5) * 60),
@@ -53,7 +56,8 @@ export function spawnExhaust(ctx: FightContext, x: number, y: number, duration:
const endTime = performance.now() + duration * 1000 const endTime = performance.now() + duration * 1000
const interval = trackedInterval(() => { const interval = trackedInterval(() => {
if (performance.now() > endTime) { clearTracked(interval); return } if (performance.now() > endTime) { clearTracked(interval); return }
for (let i = 0; i < 3; i++) { const exhaustCount = isPerfMode() ? 1 : 3
for (let i = 0; i < exhaustCount; i++) {
const p = k.add([ const p = k.add([
k.circle(3 + Math.random() * 5), k.circle(3 + Math.random() * 5),
k.pos(x + (Math.random() - 0.5) * 15, y), k.pos(x + (Math.random() - 0.5) * 15, y),