Document Forward+ measurements and Linux lighting evidence
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@@ -72,6 +72,25 @@ cleared and redrawn each frame; there is no persistent shadow cache yet.
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Sprite-only scenes, a missing sun, and a sun with `casts_shadow: false` skip sun
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shadow raster work.
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## Local-light rendering path
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The normal `Auto` setting uses the measured forward light scan. It is the
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current default for Editor and Player. A C++ renderer integration can explicitly
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set `RendererConfig::lighting_mode = LightingMode::Tiled` to build depth-free
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16×16 screen-tile lists on a capable Vulkan device. Each tile stores at most
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64 light indices in stable order. If more lights touch a tile, its fragment
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shader scans the complete submitted list, so an overflow never removes
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illumination. The path falls back to forward when no local lights are present
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or the compute/buffer requirements are unavailable. Sprites and UI stay unlit.
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This explicit path can help when light ranges occupy small parts of the screen;
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it costs extra work when nearly every light covers nearly every tile. The
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fixed dense benchmark was slower after including tile construction, so there
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is no automatic scene-dependent switch yet. The Player profile reports
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`effective_lighting_path`, tile GPU time and grid size; optional Editor
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diagnostics also report stored candidates and overflowing tiles. See
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[Profiling](profiling.md) and the [measured Forward+ study](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/23-p3-forward-plus-2026-09-24.md).
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## Add a point light through MCP
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MCP edits the **Editor document**, not entities in a running game. Use
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