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* ⚡ Skip drop shadows that are imperceptible at current scale Filter drop shadows by on-screen footprint (stricter for recursive shapes) so overview HQ avoids expensive blur passes that barely show. * ⚡ Simplify Path and Bool strokes at low scale At overview zooms, Inner/Outer strokes fall back to Center and dash/dotted styles become solid when the pattern is subpixel. Strokes are never skipped so stroke-only icons stay visible. * ⚡ Drain GPU work on partial render frames Partial frames only flushed the Backbuffer, so tile GPU commands queued until present_frame's flush_and_submit and stalled the browser on large files. Submit the context each partial frame without presenting Target or re-composing the tile atlas. * ⚡ Prefer direct painting when effects are imperceptible Skip the Fills/Strokes layered path when drop/inner shadows would not paint at the current scale, and allow stroke-only shapes (fills_none) on the direct path. Apply the same footprint LOD to inner-shadow painting.