One Chrome flag took offscreen capture from 2.5 minutes per frame to 38-60 fps, same code, same machine
iOS kills the WebKit GPU process without firing webglcontextlost, so a draw-call floor of 10 over 120 frames is the detector that actually works
A price rendered before StoreKit answers is a screen that cannot charge, so the bridge only exists once the catalog returns
The world folded every 3000 m while the city repeated every 540 m, and 3000 % 540 = 300 walked the whole city off the road
I shipped a Three.js game to the iOS App Store. It runs in a WKWebView through Capacitor, it makes zero network calls, and it went from first commit to approved in 17 days across 247 commits. Four things nearly sank it, and none of them were the game.






