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perf: load tiles at a zoom chosen from their size on screen - #2287
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On a pitched map, the tile layer loaded every tile in the bounding box of the visible ground, all at one zoom. It now loads only the tiles that cover the visible ground, and far tiles at a coarser zoom, so that they are drawn at most √2 times their native size. No tile is finer than the tile zoom of an unpitched map. The pan and keep buffers surround the visible ground at each tile's zoom, tiles are drawn coarsest first, and new tiles load in order of their distance on screen from the viewport center. At 60° on a Pixel 4a this makes 36% to 58% fewer tile requests, with as much less decoded image memory, and the visible tiles load sooner. An unrotated, unpitched map loads the same tiles as before.
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On a pitched map, the tile layer loaded every tile in the bounding box
of the visible ground, all at one zoom. It now loads only the tiles that
cover the visible ground, and far tiles at a coarser zoom, so that they
are drawn at most √2 times their native size. No tile is finer than the
tile zoom of an unpitched map. The pan and keep buffers surround the
visible ground at each tile's zoom, tiles are drawn coarsest first, and
new tiles load in order of their distance on screen from the viewport
center.
At 60° on a Pixel 4a this makes 36% to 58% fewer tile requests, with as
much less decoded image memory, and the visible tiles load sooner. An
unrotated, unpitched map loads the same tiles as before.
Depends on #2286.
I wrote this with Claude Code (Claude Opus 5.5). I directed the design,
reviewed the code, and tested it on a Mac, an iPhone 13, an iPhone 15 Pro
Max, a Pixel 4a (5G), and in Chrome.