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tactical-shooter/docs/visuals-architecture.md
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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