Counter-Strike-like: before / after
Same map, assets and fixed camera. After: shared golden-hour lighting, contact shading, restrained bloom and HDR grading.
BEFORE · EXISTING RENDER
AFTER · RENDER.REALISM
Loading the same map and assets for both views…
MCP recipe
{
"tool": "gripforge_apply_realism",
"arguments": {
"id": "YOUR_SCENE_ID",
"expectedRevision": 1,
"mode": "plan",
"quality": "balanced",
"lighting": "golden_hour"
}
}Review the plan, then use mode=apply to save work. This demo makes no workspace writes or paid calls. Geometry and source texture detail remain identical; GameKit render.realism also delegates gameplay LOD budgets.