diff --git a/HANDOFF.md b/HANDOFF.md
index e9f39e4..396b53b 100644
--- a/HANDOFF.md
+++ b/HANDOFF.md
@@ -455,8 +455,9 @@ on static screens. Three levers shipped:
- **`TUNE.lowPower`** (>= 0.5, T-panel-flippable live): caps RES at 3 — −44% of pixels painted per
frame, THE big lever. `RES` is `export let` now, re-derived in fitViewport; main.js re-fits when
the knob flips. Sprites are 224px sources so RES 3 draws them at-or-below 1:1: softer, never
- mushy. OFF by default — whether the sharpness trade is worth it is Oliver's phone-call, and if he
- wants it player-facing it should become a settings toggle, not a TUNE knob.
+ mushy. **DEFAULT ON since 2026-08-08** — Oliver judged it "looks fine" on his phone. Set
+ `lowPower: 0` for the full-fat render; if it ever becomes player-facing it should be a settings
+ toggle, not a TUNE knob.
**Fourth batch, same day — the card went HORIZONTAL, and nothing draws under a modal.** The
stacked icon card ran 102 px tall and its lower third hung over live court; the icon sits LEFT of
diff --git a/config.js b/config.js
index 98c882e..3763636 100644
--- a/config.js
+++ b/config.js
@@ -312,9 +312,10 @@ export const TUNE = {
barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
barrelH: 1.15, // drawn height (a body is 1.8)
fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
- lowPower: 0, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery-saver
- // switch, flippable live from the T panel. Play speed and fps are untouched:
- // the trade is sharpness only, and 224px sprites keep it "softer", never mushy.
+ lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver,
+ // flippable live from the T panel. DEFAULT ON since 2026-08-08: Oliver judged
+ // the sharpness trade invisible on his phone. Play speed and fps are untouched.
+ // Set to 0 for the full-fat near-1:1 render.
runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
diff --git a/index.html b/index.html
index 1aca1cf..a996d38 100644
--- a/index.html
+++ b/index.html
@@ -359,6 +359,6 @@
-
+