perf-probe
Pure, Babylon-free core for the device-capability probe (see b3d-probe for the component that actually runs the benchmark).
The philosophy is measure, don't guess: rather than sniffing user-agents, the
probe times a small battery of real GPU/CPU work, maps the raw milliseconds to a
quality tier and concrete budgets (terrain detail, shadow map size, render
scaling…), and caches the result in localStorage. This module owns everything
that doesn't touch the GPU — the classifier, the budget table, the storage schema,
the device signature, and the "should I re-run?" decision — so it's all unit
testable without a canvas (feed it synthetic numbers, assert the tier).
Re-run only when the benchmark itself changed (PROBE_VERSION), the device changed
(signature), or the cache is stale (DEFAULT_TTL_MS, 30 days — devices don't get
faster; the TTL is just a backstop for browser/driver updates and a bad cold read).