//@ts-nocheck /** Recent frame exceeded this → `longRenderTime`. */ export const LONG_RENDER_TIME_MS = 30 /** Scene pass without entities faster than this → candidate for entity bottleneck. */ export const FAST_SCENE_WITHOUT_ENTITIES_MS = 20 /** Entity pass slower than this (with low FPS) → `tooManyEntities`. */ export const SLOW_ENTITIES_RENDER_MS = 8 /** FPS at or below this is treated as low performance. */ export const LOW_FPS_THRESHOLD = 45 /** Loaded WebGL textures at or above this → `tooManyTextures` (labels, signs, iOS). */ export const HIGH_TEXTURE_COUNT = 100 /** Ring buffer length for sustained render-time analysis. */ export const RENDER_TIME_HISTORY_SIZE = 24 /** Fraction of recent frames over `LONG_RENDER_TIME_MS` → `constantLongRenderTime`. */ export const CONSTANT_LONG_RENDER_FRACTION = 0.65 /** Minimum frames in history before `constantLongRenderTime` can trigger. */ export const CONSTANT_LONG_RENDER_MIN_SAMPLES = 8