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For where there's no vertex JIT. It skins the same way as the steps: the skin matrix is 0 + bone * weight, kept as the columns that Vec3ByMatrix43() and Norm3ByMatrix43() multiply and add unfused in the same order (by lane on ARM64, like those), and only rebuilt when the weight changes. 2.2 ns a vertex in God of War against the JIT's 1.95 and the steps' 12-18. Without the vertex JIT, God of War's instructions drop by 6.8% per 10 emulated seconds. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>