What I'm saying is that this doesn't get tested because these features are 
used mostly for things like transitions in "non-gaming" cases. If you don't 
use the component model you are walking a path that most of the existing 
users don't tread so you'll run into bugs.

When I said UI I meant good design by default. Mostly high level stuff such 
as the Picker component, on-off-switch and default native themes. While I 
agree it's nice to have good low level graphics I don't agree that this is 
a high priority. If I'd invest time in low level graphics I'd invest it in 
a Metal rewrite of the OpenGL iOS code, not in additional features. Either 
way none of this is something that's actively keeping users away. The look 
& feel of the default applications/builtin widgets is something that 
impacts our traction far more than low level stuff.

I think porter duff would be nice, but we need to run on iOS, Android, 
JavaSE, UWP & JavaScript. And still be performant... Since modern UI's are 
mostly flat and "simple" I'm not sure how important that would be for the 
typical developer using the system. Something far more important would be 
on-device-debugging which we have in prototype but don't have the 
time/resources to bring to production.

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