Software WebGL captures: UNC Charlotte example 1440 × 900, pixel ratio 1, reduced motion, ?quality=full; supplied UVA 1440 × 900, pixel ratio 0.75. Counts include rendering passes and describe this captured view. Different settings and undersampled traces prevent a certified speed comparison. Texture memory is unmeasured. Phone images are emulation.
Realism pilot · light and surface, not geometry
A browser-native realism pass on this tour: ambient occlusion from the depth buffer, a soft bloom on windows and lamps, a restrained grade and anti-aliasing (desktop, full quality), plus brick relief, cast-stone grain and weathering on the main materials. It was tried instead of vendor neural rendering, which needs native games and specific GPUs and cannot run in a web tour. Nothing here adds or invents architecture. Left: the ordinary frame (?realism=off); right: the pass. Software captures, not device measurements.
Compare in the tour: with the pass · without it. The pass turns itself off on phones and when the adaptive quality steps down.