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Competition hardening: WS2 performance into main - #11
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…t on the stage Level 1 trims the shadow-receiving surface to the lit area (it follows the pool and grows for the finale). Level 3 is a 256 px shadow map and half the storm's raindrops. The stage asks for 72 Hz on XR entry and records the answer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…he display rate Slow means 3% over the refresh interval (14.3 ms at 72 Hz). The interval comes from XRSession.frameRate on a device; under the emulator, which claims 72 Hz on a 60 Hz desktop, it is measured at the end of warm-up. Previously any 60 Hz emulator session was quietly stepped down to level 2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…shadow map Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…checks for quality levels Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WS2: performance — quality levels 0-3, faster step-down, 72 Hz, perf budget
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Brings WS2 (#10) from competition-hardening into main: quality levels 0-3, faster step-down judged against the display rate (fixes the emulator always running at reduced quality), 72 Hz request for everyone, untracked hands out of the shadow pass, and the playtest performance budget.
Tests, build, playtest and live-family all passed on the branch (see #10).
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