This deck walks through a proposed Three.js corridor effect built from sparse, world-space fog motes. It covers the emitter setup, a simple doorway-and-pillar test for depth behavior, and a controlled way to inspect transparency cost by changing particle size and count separately. The numerical settings are starting values to validate in a real scene, not benchmark results. No runtime screenshot or measured performance improvement is claimed.
For teams evaluating a three js particle editor, the NixieFX Three.js runtime reference explains the bundle loader, support reports, and scene lifecycle used by this workflow: https://nixiefx.com/threejs-runtime/
The final checks include repeated scene entry, resource cleanup, and recording the actual device and runtime versions. Billboard motes are not volumetric fog, and editor preview bloom needs its own game integration. AI generated this instructional draft; human technical and visual review remains required.