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renderer-performance-architecture
Design, review, or refactor high-performance renderer architecture for large USD scenes. Use when Codex needs to reason about target-quality/SOTA renderer architecture, instancing, batching, draw calls, frame-time budgets, geometry streaming, GPU buffer residency, texture/material upload, acceleration structures, shadows, forward/deferred render paths, readback, telemetry, performance validation, or replacing dead-end renderer paths.
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