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Explore the PlayCanvas lobby ↗THE HEADQUARTERS / ENGINE STUDY
Same architecture.
A different rendering approach.
Compare the existing Three.js deployment with the recovered PlayCanvas lobby. Both captures use the same camera position, target, 46° lens and 1280 × 720 viewport. Interface overlays are hidden only for these captures.

B / PLAYCANVAS · HIGHA / THREE.JS · BALANCEDA functional improvement, with a mixed visual result.
PlayCanvas adds free navigation, finer surface maps, baked indirect lighting and view-dependent floor reflections. It does not yet match the Cycles benchmark. The existing Three.js scene still has a more complete exterior setting. These images compare two implementations; they do not prove that one engine is inherently more photorealistic.
| Area | A — Existing Three.js | B — PlayCanvas experiment |
|---|---|---|
| Navigation | Guided scroll route. | Free orbit/look, walking, mouse, keyboard and touch. |
| Marble | Prominent veins and a fixed reflection blend. | Finer mineral texture, normal/roughness maps, baked occlusion and angle-dependent floor reflection. Surface detail remains subtle. |
| Gold | Mostly uniform finish. | Brushed normal/roughness variation and anisotropy. Some highlights still look too strong. |
| Glass | Lightweight alpha glass. | Thin-glass approximation for overlapping panes; transmission for crystal and water. No claim of fully accurate multi-layer refraction. |
| Lighting / shadows | Real-time point, directional and spot lighting. | Recovered baked indirect illumination and AO, real-time spot shadows and HDR room reflections. Ceiling lighting is still stylized. |
| Reflections | Live planar floor reflection. | Live planar reflection with Fresnel response and blur at High/Balanced; environment reflection at Light. |
| Performance / loading | Loads the complete headquarters. | Loads a 90-mesh lobby derivative. Adaptive quality reduces render scale and reflection work. Software-browser timings are in the QA report; physical phone/GPU performance is unmeasured. |