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Performance budgets

Soft guidance for public scenes. Hard caps live in Asset budgets.

Geometry

  • Prefer well under 2M verts and 8M indices per OBJ.
  • Split large worlds into multiple scenes + portals rather than one mega-OBJ.
  • Avoid thousands of unique materials; atlases help.

Textures

  • Stay under 4k×4k total pixels when possible (hard max 4096² and 8192 per side).
  • Prefer compressed-on-disk JPEG for albedo; PNG for masks with alpha.
  • Do not ship HDR material maps.

Lighting

  • Prefer a small set of lights (directional + few points/spots); hard caps are 32 / 4 / 32.
  • Shadows and occlusion are toggles in Settings; heavy shadow casters cost fill rate.
  • Occlusion uses HZB compute when available—not HW occlusion queries.
  • Do not assume shadow drawing uses the same MDI path as opaque geometry.

Scripts

  • Keep on_update light; prefer events/volumes over per-frame work.
  • Engine.httpRequest is async—do not poll aggressively.
  • Pin scripts with sha256 so cache/CDN cannot silently grow payload.

Audio

  • Keep PCM WAV short; stream-like beds still load fully (≤ 32 MiB).

Checkpoints