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e83bb4fa0c
match.tscn had picked up team_size=3 from an earlier diagnostic dry run, which would have made every normal Match spawn 3v3 instead of 1v1 - reverted to the scene's intended default. multiplayer-todo.md: task 0.15b's real blocker turned out to be measuring on a Mac (Apple Silicon's tile-based GPU architecture gave a misleading, undifferentiated cost profile). Re-ran the same 6-ship-match profiling harness on reference hardware (RTX 3090) via a real GPU-bound X session - results in §5.5.2 show the game comfortably clears 500+fps with every effect on, and SDFGI/SSIL dominate the (now tiny) effects budget as originally expected. This closes 0.28 (physics threading) as unnecessary - there's no frame-time variance problem on reference hardware to fix - and reframes 0.26 (bake GI) as a real but smaller win than assumed, worth revisiting on lower-end hardware. Also corrected two stale/inaccurate task rows (0.13, 0.17) found while reconciling the doc against what actually landed.