1 placed light runtime budget and preview heatmap
forgejo-actions edited this page 2026-07-13 19:45:35 +00:00

Placed Light Runtime Budget And Preview Heatmap

What This System Is

Placed light runtime budget turns authored lights into quality-tiered runtime instances while protecting shader slots and preview performance.

How Authors Use It

Authors place lights with intensity, layer, optional actor binding, and quality policy. Preview heatmaps show saturation and budget pressure by layer. Quality tiers decide whether a light is full, reduced, preview-only, or culled.

Rules And Invariants

Only eligible quality tiers consume shader slots. Zero-intensity lights should not spend budget. Actor-bound lights must resolve to a runtime actor before following it. Layer visibility affects preview but does not rewrite authored light data.

Validation And Debugging

If a light is visible in authoring but hidden in preview, check quality tier, effective intensity, layer visibility, budget culling, and actor binding. Heatmap saturation means authors should lower intensity, reduce count, or move lights into separate layers.

Examples

A dense market can use reduced or preview-only tiers for decorative lights while keeping key gameplay lights full quality. If a boss lantern disappears, inspect actor binding and shader-slot budget before changing the light asset.