--- name: fixing-motion-performance description: Fix animation performance issues. --- # fixing-motion-performance Fix animation performance issues. ## how to use - `/fixing-motion-performance` Apply these constraints to any UI animation work in this conversation. - `/fixing-motion-performance ` Review the file against all rules below and report: - violations (quote the exact line or snippet) - why it matters (one short sentence) - a concrete fix (code-level suggestion) Do not migrate animation libraries unless explicitly requested. Apply rules within the existing stack. ## when to apply Reference these guidelines when: - adding or changing UI animations (CSS, WAAPI, Motion, rAF, GSAP) - refactoring janky interactions or transitions - implementing scroll-linked motion or reveal-on-scroll - animating layout, filters, masks, gradients, or CSS variables - reviewing components that use will-change, transforms, or measurement ## rendering steps glossary - composite: transform, opacity - paint: color, borders, gradients, masks, images, filters - layout: size, position, flow, grid, flex ## rule categories by priority | priority | category | impact | |----------|----------|--------| | 1 | never patterns | critical | | 2 | choose the mechanism | critical | | 3 | measurement | high | | 4 | scroll | high | | 5 | paint | medium-high | | 6 | layers | medium | | 7 | blur and filters | medium | | 8 | view transitions | low | | 9 | tool boundaries | critical | ## quick reference ### 1. never patterns (critical) - do not interleave layout reads and writes in the same frame - do not animate layout continuously on large or meaningful surfaces - do not drive animation from scrollTop, scrollY, or scroll events - no requestAnimationFrame loops without a stop condition - do not mix multiple animation systems that each measure or mutate layout ### 2. choose the mechanism (critical) - default to transform and opacity for motion - use JS-driven animation only when interaction requires it - paint or layout animation is acceptable only on small, isolated surfaces - one-shot effects are acceptable more often than continuous motion - prefer downgrading technique over removing motion entirely ### 3. measurement (high) - measure once, then animate via transform or opacity - batch all DOM reads before writes - do not read layout repeatedly during an animation - prefer FLIP-style transitions for layout-like effects - prefer approaches that batch measurement and writes ### 4. scroll (high) - prefer Scroll or View Timelines for scroll-linked motion when available - use IntersectionObserver for visibility and pausing - do not poll scroll position for animation - pause or stop animations when off-screen - scroll-linked motion must not trigger continuous layout or paint on large surfaces ### 5. paint (medium-high) - paint-triggering animation is allowed only on small, isolated elements - do not animate paint-heavy properties on large containers - do not animate CSS variables for transform, opacity, or position - do not animate inherited CSS variables - scope animated CSS variables locally and avoid inheritance ### 6. layers (medium) - compositor motion requires layer promotion, never assume it - use will-change temporarily and surgically - avoid many or large promoted layers - validate layer behavior with tooling when performance matters ### 7. blur and filters (medium) - keep blur animation small (<=8px) - use blur only for short, one-time effects - never animate blur continuously - never animate blur on large surfaces - prefer opacity and translate before blur ### 8. view transitions (low) - use view transitions only for navigation-level changes - avoid view transitions for interaction-heavy UI - avoid view transitions when interruption or cancellation is required - treat size changes as potentially layout-triggering ### 9. tool boundaries (critical) - do not migrate or rewrite animation libraries unless explicitly requested - apply these rules within the existing animation system - never partially migrate APIs or mix styles within the same component ## review guidance - enforce critical rules first (never patterns, tool boundaries) - choose the least expensive rendering work that matches the intent - for any non-default choice, state the constraint that justifies it (surface size, duration, or interaction requirement) - when reviewing, prefer actionable notes and concrete alternatives over theory