flash is Morph's lightweight direct renderer — the production default. It redraws the full window every frame: clear, draw everything, present.
Every frame, flash takes the flattened RenderFrame and replays it from scratch:
There is no retained state between frames — no surfaces cached on the GPU, nothing to invalidate. What you trade in redundant drawing, you get back in simplicity: no damage tracking bugs, no tile management, no stale-pixel failure modes. Flash is pixel-correct by construction.
| Strategy | Direct, full clear each frame |
| Retained GPU memory | None beyond textures |
| Hello-world RAM @1080p | ~22 MB (design target) |
| Binary size impact | Smallest |
| Correctness risk | None — full redraw can't go stale |
The cost of full-clear drawing shows up as present bandwidth: on a large static UI, flash re-uploads unchanged pixels every frame. That's the problem forge solves — but for most apps, flash's bandwidth is well within what any GPU handles at 60 Hz.
Flash is always compiled into morph_devrt. Switch to it live from DevTools → Rendering → RENDERER (Flash | Forge toggle), and watch frame stats while it runs.