GPU timestamps when supported; wall-clock fallback. SDF rebuild jobs excluded.
HOW IT WORKSA voxel index culls offscreen geometry. Compute rays traverse the obstacle grid; local polygon-distance caches update only when needed. World tiles gather nearby lights, adding linear RGB.
Polygon SDFs are cached at 256² per light with a 128-unit distance band. Shadow softness smoothly maps signed polygon distance to visibility. Fog response blends the previous total fog with the current combined lighting. Adding, moving and removing lights all use this single world-space history. Linear RGB contributions add before tone mapping and sRGB encoding. A 40 × 28 m world supports 256 lights and 1024 objects. Instanced meshes receive world-space fog. Light reach limits the illuminated area; offscreen blockers remain in shadow queries.