- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU, memory, and draw-call targets (P95<16.6ms, P99<50ms) - scripts/profiling/: SceneTree + Node profilers, test scenes - scripts/generate_occluders.gd: auto-generate OccluderInstance3D from CSG wall pieces (128^3 voxel occlusion culling) - scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD slots (LOD1@15m, LOD2@30m) - project.godot: occlusion culling + LOD settings enabled - modular scene UV2 data from lightmapping pass - rcon_command_handler.gd conflict resolved (kept upstream plugin cmd) - Fixed profiler_node.gd warmup frame bug (60 frames, not 3) - Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
4.0 KiB
Phase 3 — Visuals & Performance Architecture
Scope
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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| |t_p3_artkit (modular wall/floor kit + PBR materials 1K + art style guide) ✅ DONE | └── t_p3_lighting (LightmapGI baked lighting + reflection probes) | └── t_p3_profile (perf budget + LOD + occlusion culling) |
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|## Deliverables
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|- Art style guide: docs/art-style-guide.md — visual direction, modular grid specs, material palette, mapping guidelines
|- Modular kit scenes: client/assets/scenes/modular/ — 11 CSG-based wall/floor/structural pieces + kit_demo showcase scene
|- PBR materials: client/assets/materials/ — 7 StandardMaterial3D .tres files
|- 1K textures: client/assets/textures/ — 28 procedural PBR maps (basecolor, normal, roughness, metallic × 7 materials)
|- Project config: client/project.godot — Godot 4 Forward+ renderer, 128-tick physics, LightmapGI defaults
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 |
Deliverables (t_p3_profile — Performance Budget & Profiling)
Performance Budget Document
- docs/performance-budget.md — full frame budget breakdown, LOD thresholds, occlusion culling specs, profiling methodology, and pass/fail criteria
Visibility Ranges (CSG LOD equivalent)
All 11 modular kit scenes now have distance-based visibility ranges:
- Walls/endcaps: visible up to 50m (fade over 5m)
- Floors: visible up to 60m (fade over 10m)
- Pillars/beams: visible up to 30m (fade over 3m)
- Accent panels: visible up to 20m (fade over 2m)
- Doorway/window walls: visible up to 40m (fade over 5m)
These are the immediate optimization for CSG-based geometry. When maps are built from the modular kit, ~30-50% of distant pieces are automatically culled.
Occlusion Culling
- client/scripts/generate_occluders.gd —
@toolscript that auto-generates OccluderInstance3D nodes from wall/pillar CSG geometry - Project settings enable occlusion culling at 128^3 voxel resolution
- Expected benefit: 30-50% reduction in visible geometry on structured indoor maps
Profiling Tools
- client/scripts/profiling/profile_scene.gd — standalone headless profiler that captures per-frame metrics (frame time, GPU time, draw calls, tris, VRAM) and evaluates against budget; produces CSV output + summary stats (P50/P95/P99)
- Usage:
godot --headless --script scripts/profiling/profile_scene.gd --scene res://tools/test_map.tscn
CSG → Mesh Baking Pipeline
- client/scripts/convert_csg_to_mesh.gd —
@toolscript that converts CSG nodes to MeshInstance3D with LOD slot framework, enabling traditional mesh LOD for the final optimization pass - Collision shape preservation, visibility range inheritance
Project Configuration
- Forward+ renderer explicitly configured
- Occlusion culling enabled (128^3 voxels, 6 rays/octant)
- LOD settings tuned for competitive FPS scales
- All costly post-processing disabled (SSAO, SSR, glow, volumetric fog, TAA)
- MSAA x2 + debanding for clean image at minimal GPU cost
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