Current renderer and asset invariants live in Rendering and UI and the Graphics and Asset Contract. This page contains only unresolved future work.
Near-Term Product-Facing Quality
- Extend imported environment data and runtime lighting beyond the current sky/environment baseline.
- Establish one explicit exposure and tone-mapping policy across scene presentation.
- Continue World Sandbox art uplift with curated tiled PBR materials, composition, and lighting review.
- Add selective authored interaction only after the visual baseline is credible; do not turn the graphics reference lab into a broad gameplay product.
Renderer Groundwork
The following are candidates, not current requirements:
- packaged/offline shader workflows and include-aware cache dependencies;
- asynchronous shader or pipeline preparation where measured stalls justify it;
- broader deferred GPU resource destruction;
- dynamic rendering where it simplifies real pass ownership;
- a frame graph when resource scheduling pressure requires one;
- an RHI only when another backend or testable abstraction creates concrete demand.
Each item requires a measured problem, an owner, a migration boundary, and a validation surface before implementation.