Toggling pointLight.visible changes the active-light count, which makes the WebGPU renderer rebuild every material's lighting node + pipeline — a multi- hundred-ms stall. The pool reassigns on every camera move, so zooming churned visibility and tanked FPS. Keep all 12 pool lights permanently visible and animate only intensity (an idle light lerps to 0); the light-set never changes, so no recompiles. Also make reassignment O(n) (score lookup map, not find). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>