BUILD 046 · PASS 37

GPU Governor

Build 046 repairs the playable WebGL renderer at its structural level. Buttercup’s required batches are now protected in every GPU mode, the imported 107-primitive factory shell is merged into six material batches without deleting body panels, and shadow, mirror, probe and bloom work is scheduled only after the protected main scene fits.

Material tiers

Quality keeps full wet paint, procedural road, wheel and reflection treatment. Balanced and protect tiers progressively simplify shader work while preserving Buttercup, road readability and vehicle lighting.

Draw and memory budgets

The renderer reports active/rendered batches, draw-call budget, atlas dimension cap, estimated texture bytes and render-target bytes. The report now distinguishes the protected main-scene floor from optional-pass headroom and exposes hero batch/instance integrity directly.

Desktop up, mobile safe

Stable desktop scenes receive wider visual range and richer pass cadence. Mobile or pressured scenes can thin rain, spray and expensive passes locally without accounts, telemetry or cloud services.

Drive Build 046 ↗ Performance Lab ↗ Memory Governor ↗ Launch Check ↗

Hero-integrity contract

Every batch containing a Buttercup instance is mandatory. If a graphics target is tight, the renderer removes optional pass work and lower-priority decoration instead of removing the Jetta’s doors, roof, glass, lamps or body shell.

In-game report

Press F8 or open TUNING → GPU. The panel updates locally and can copy or download JSON. Nothing is uploaded.

Files

This is a local browser optimization pass, not physical-device GPU, FPS, thermal, battery, memory, accessibility, legal or storefront certification.