1.4 KiB
1.4 KiB
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