Revert "docs(arch): realism leads the quality list; performance moves to the end"
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@@ -30,8 +30,7 @@ All modelling and geographic processing live outside the game project in `Art/`,
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## Quality achievement
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- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
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- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
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- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
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- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
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