Playtester (Dave, SCREECH-PC, 4K) reported ~20 fps in the exploded per-display
glass panels vs ~130 fps in the cockpit surround -- same scene, same machine
(solo_20260809.log; maxDraw 57-92ms in panels vs 6-31ms surround).
Root cause: BlitSurface used SetStretchBltMode(HALFTONE) -- GDI's slowest,
per-output-pixel resample filter -- and BTGlassPanels_Tick repaints all 7 glass
windows SYNCHRONOUSLY on the main render thread every ~16 Hz. 7x HALFTONE
StretchDIBits of a 640x480 surface per pump stalls the frame.
Default to COLORONCOLOR (nearest); BT_GLASS_SMOOTH=1 restores HALFTONE. The
MFDs are low-res pixel content, so nearest reads crisp -- arguably closer to the
pod CRT than the blur. A/B on the dev box (fast, understates Dave's gain):
avg work 3.3->1.4ms, maxDraw stall 12-27->7ms, ~2.2x more frames per window.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>