docs: Phase 3 architecture — visuals, lighting, profiling pipeline
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# Phase 3 — Visuals & Performance Architecture
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## Scope
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Art pass, baked lighting, performance profiling, LOD + occlusion culling for the competitive tactical shooter.
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## Dependency Chain (Kanban)
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```
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t_p3_artkit (modular wall/floor kit + PBR materials 1K + art style guide)
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└── t_p3_lighting (LightmapGI baked lighting + reflection probes)
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└── t_p3_profile (perf budget + LOD + occlusion culling)
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```
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## Art Style
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- **Valorant-direction**, not AAA photorealistic
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- Clean silhouettes, team-colored zones (CT/blue, T/red-orange)
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- 1K PBR textures (base color, normal, roughness, metallic)
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- CC0-licensed or custom-created assets
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## Lighting Strategy
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- LightmapGI for all static geometry
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- Reflection probes at corridor junctions and open areas
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- No SDFGI or real-time GI
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- Lightmap texel density: 4-8 per unit walls/floors, 8-16 for focal surfaces
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## Performance Budget
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| Metric | Target |
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|--------|--------|
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| Frame time | 16ms (60fps) |
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| GPU budget | 8ms |
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| CPU budget | 6ms |
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| Draw calls | 1500-2000 per frame |
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| VRAM | 2GB texture pool |
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| LOD0 tris/wall | 500-2000 |
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## LOD Strategy
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- 3 LOD levels per modular asset
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- LOD1 at 15m (50% tris), LOD2 at 40m (25% tris), LOD3 at 80m
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- Occlusion culling via OccluderInstance3D auto-generation
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## Reference Hardware
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- GTX 1050 / RX 560 class GPU (or integrated graphics)
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- Godot Forward+ renderer
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