# Bayview pavement gain and traffic visibility review (r322)

## Changes

The packaged viewer now defaults to `cityRoadGain=1.0` and `cityLightGain=0.4`.
The r321 paired capture showed that fixture response becomes visible at 0.4,
while a road gain of 1.6 washed out a large intersection surface. A second
Chrome comparison at L4RA Route 450, distance 700, kept the car and camera pose
fixed: lowering road gain to 1.0 restored more pavement texture contrast while
leaving local fixtures and building lights visible.

Ambient traffic rendering and player collision now share a 4.2 m center
clearance. The prior renderer hid cars inside 8 m while collision still stopped
the player inside 4.2 m. Oncoming traffic could therefore block the player
without being visible in the chase view. The cars remain rendered until that
existing contact threshold.

## Checked view

`webgl-city/review/images/465-r322-intersection-road-light-default.png` is a
Chrome 150 capture of the packaged viewer at 1280 x 720, Celica, L4RA Route 450,
distance 700, radius 120. The page reached `City scene ready` with 27,156 nearby
triangles, 139 nearby textures, and 12 ambient body models. Several upright
traffic cars are visible on the road ahead. The pavement is less washed out
than at the previous default gain.

The broad crossing still has no clearly readable center marking in this view;
the screenshot does not establish citywide texture alignment or retail
lighting. The car body remains pale because its live paint texture is still
unrecovered. Both gain values are visual preview settings, not values verified
against an XP gameplay capture. Traffic still follows the reconstructed
kinematic route preview rather than the retail APsychoDriver state.
