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Contents
Holliday
In Street Brawl, every hero draws items from a shared pool, but some items are weighted to appear more often for a given hero and others less often. For each tier below, that tier's items are grouped by how likely they are to be offered to Holliday: High, Average, or Low chance.
Vindicta (has counter items)
In Street Brawl, every hero draws items from a shared pool, but some items are weighted to appear more often for a given hero and others less often. For each tier below, that tier's items are grouped by how likely they are to be offered to Vindicta: High, Average, or Low chance.
When facing Vindicta in Street Brawl, the enemy team is more likely to be offered these items as counters.
ItemBox layer profiling
Six configurations of the same ten items. Each masked layer costs the GPU a separate render pass per card, and the texture's mix-blend-mode: multiply costs a backdrop read, so every section below removes one or more of those.
To profile: scroll through one section, pause about two seconds, then move to the next. The pauses segment the recording so each section can be measured separately from a single capture.
1. Baseline
Wear mask, icon mask and texture blend all present, as on every other page.
2. Flat wear, tint behind the artwork
wearMask=no — the tint drops behind the icon and the name instead of covering them, so only the card stock is tinted. One fewer render pass per card.
2b. Flat wear, ramped from the edges
wearMask=ramp — tint stays on top but fades out toward the centre, gathering at the edges where wear belongs. Also one fewer render pass per card.
3. No icon mask
iconMask=no — icons render as plain squares. One fewer render pass per card.
4. Flat wear and no icon mask
Both masks gone. Two fewer render passes per card.
5. No texture
texture=no — masks intact, blend dropped. One fewer backdrop read per card.
6. Everything off
The floor. Whatever lag remains here is not coming from masks or blending.
