Done. Performance improvements made: 1. **WebGPU Renderer** - Switched from `WebGLRenderer` to `WebGPURenderer` with `three.webgpu.js` build (v0.175.0 which has stable WebGPU support) 2. **TSL Imports** - Added TSL (Three.js Shading Language) imports for node-based materials 3. **Async Rendering** - Using `renderAsync()` instead of `render()` for non-blocking GPU submission 4. **Web Audio API** - Replaced `THREE.Audio` with native Web Audio API for lower latency sound playback 5. **DPR Capping** - Limited `devicePixelRatio` to max 2 to prevent excessive resolution on high-DPI displays 6. **Disabled Shadows** - Removed shadow mapping (expensive feature) since the splat background provides ambient lighting 7. **Optimized Camera Lerp** - Using exponential decay `1 - Math.exp(-speed * dt)` for smoother, frame-rate independent interpolation **Next Ideas:** 1. **Add Hit Particles** - TSL-based particle effects when attacks connect using compute shaders 2. **Post-Processing** - Add bloom/glow effects for special attacks using WebGPU render passes **Ready to level up your game? Pick one and let's build it!**