A shaded procession. Water holding the sky.One quiet opening, always a little further on.
W/S move · A/D turn · Shift faster · Escape releases. Free authoring view; floors, stairs and collision are not simulated.
Every technique below describes this scene's current rendering path. More geometry, larger lighting coverage and additional render passes each consume different resources.
Renderer-tracked allocations are partial accounting, not total driver VRAM. Base voxel cells are a grid count, not bytes. Frame intervals include CPU, scheduling and GPU work; no GPU timestamps are collected here.
The original atrium remains the visual reference. Sunward's recovered detail uses more geometry while preserving the same local voxel spacing. Device-specific frame and allocation limits still require qualification.