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Fit sections to screen, blend header, mobile performance, robot eyes - #23
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- Desktop text scale follows width or height, whichever is tighter, so each section fits on screen; containers widen with the viewport separately - Arena sound grid uses 4 columns and HQ Ratings sits side by side from xl - Header uses a blurred tint that fades out instead of a solid bar and border; transparent at the top in light mode - Remove the red line under the nav and the old solid light-mode header - Header and footer show the J4FN logo mark instead of a YouTube icon - Loading screen sits above the music player and its welcome dialog - Touch devices skip backdrop blur and repainting glow animations
- Floating game logos: cache container size via ResizeObserver, move with composited transforms, and skip the particle canvas when idle - Load resized RAWG game art (a few KB instead of up to 3.6 MB) - Ambient music preloads only metadata instead of the full track - Shrink the site icon from 852 KB to 28 KB
- Runtime 2.x auto-selects its WebGPU pipeline, which doesn't render the robot's eye panels; load the runtime directly with renderer: webgl - Stop the render loop when the robot is off screen or the tab is hidden - Stop measuring layout on every scroll event - Remove the now-unused @splinetool/react-spline package
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Summary
Layout and header
xl; HQ Ratings shows the summary and review form side by side atxl.Mobile performance
Lighthouse on a production build:
What remains on mobile is mostly the 3D robot, which stays auto-loaded by choice. To lighten it further without changing its look: in the Spline editor, set the scene's mobile pixel ratio to 1× and republish.
Robot eyes
Spline runtime 2.x auto-selects its new WebGPU pipeline, which doesn't render the robot's eye panels.
SplineRobotnow loads the runtime directly withrenderer: "webgl", and the unused@splinetool/react-splinepackage is removed.Test plan
tsc --noEmit,npm run lint(1 existing warning),npm run build,npm audit(0 vulnerabilities)