The Interaction Budget: Keeping WebGL Interfaces Usable on Real Devices

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An immersive interface can hold 60 frames per second and still feel broken.

The first tap may arrive while JavaScript is parsing. A product hotspot may look interactive but wait behind a long task. The scene may be smooth on a developer laptop and become unstable after two minutes on a mid-tier phone. A camera transition may run exactly as designed while making navigation harder for someone who has asked their operating system to reduce motion.

Frame rate matters, but it is only one line in a larger contract between the interface and the device. I call that contract the interaction budget: a set of explicit limits for response time, rendering cost, memory, energy, motion and recovery paths.

This is not a single performance score. It is a production framework for deciding what the experience must preserve when the browser cannot afford everything at once.

The goal is not...

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