Near tiles legitimately need floor/ceiling boundary patches, but every hit query scanned the tile's whole XY column. Direction-specific 3D cell bins conservatively index triangle bounds; the existing predicates still decide every hit. Candidate visits per query -88..-99%; identical query and hit counts. Hit-function cost ~1.7-1.9 -> ~0.35 s per FI/TN run. Near-ready @W12: FI 1.63 -> 1.52, TN 1.51 -> 1.38, VS 1.00 -> 0.92 s. All tile/whole hashes equal L103 (Clang/GCC W1/W8/W12). The 24-28% "idle" is in the serial base-shape (~0.24 s) and far-parent (~0.13 s) phases; the LOD0-1 drain is >= 99.4% busy. Fast tier PASS; Linux UE builds; FI Unreal arrival 1.96-1.98 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1