This document provides a 10 step guide for implementing real-time lighting on the PlayStation 3 (PS3) using its parallel architecture of 6 Synergistic Processing Units (SPUs). It discusses rendering a pre-pass to extract normals and depth, calculating lighting in a tile-based parallel manner on the SPUs, and compositing the final lighting texture. Special techniques like using atomics, striping data across SPUs, and maintaining pipeline balance are needed to optimize performance on the PS3's parallel architecture. The goal is to achieve real-time lighting for a game with 20 cars racing at night, while preserving picture quality and reducing frame latency to acceptable levels.