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