GROUND BEFORE GREEN
The track arrived. The countryside was still getting its shoes on. Our race entrances could spend seconds on plain green ground before the grass, sand and trees appeared.

Now we finish the ground nearest the starting line first, then work outwards while the camera pulls back. Smaller bites of scenery work leave more room for the track animation. There is no extra loading screen.

In our desktop check, the first textured ground arrived in about 0.03 seconds instead of 2.7 seconds. Occasional frame spikes still need attention, and this result does not stand in for a tablet or browser test.
The finished scenery is unchanged. Track layouts, cards and race rules stay exactly as they were.
We followed the delay around the rest of the game too. Opponents' portraits now get ready while the map is open, and the map finishes the ground you can see before spending time on the next screenful. Our desktop check cut that blocking map work by about 39%. Cold scene changes still have spikes to tackle; the phone layout has been checked separately, rather than treating a small desktop window as a phone.