docs(perf): dense-town FPS — final outcome (75->165) + ISSUES record

Report: OUTCOME section (the two shipped fixes, the glFinish-artifact correction,
the deliberately-unpursued scenery-CPU/terrain-GPU headroom). ISSUES: recently-
closed entry with SHAs + pointers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-24 00:13:32 +02:00
parent a9d06a613a
commit 02578ddb74
2 changed files with 45 additions and 0 deletions

View file

@ -5438,6 +5438,19 @@ outdoors at the angle that previously erased it.
# Recently closed
## Dense-town (Arwic) FPS deep-dive — 75 → ~165 fps
**Status:** DONE (2026-06-24) — `290e731` (cell-object draw batching) + `9f51a4d`
(cell-particle consolidation, also fixed a latent additive double-draw in
multi-aperture cells); apparatus stripped `a9d06a6`. Pixels-identical, build +
full suite green. **The handoff's "GPU-bound / ~12 ms GPU" was wrong** — that was a
glFinish self-measurement artifact; real GPU ~0.5 ms, the frame is ~96 % CPU-bound
(per-cell rebuild cost scaling with visible buildings). Remaining headroom
(scenery-CPU `WbDrawDispatcher` rebuild ~2.1 ms + terrain-GPU ~2.1 ms) deliberately
NOT pursued — both in frozen load-bearing subsystems, HIGH risk for ~15 fps at one
extreme view already over target. SSOT: `docs/research/2026-06-23-dense-town-fps-attribution-report.md`.
Lessons: `memory/feedback_render_perf_measurement.md`.
## #113 — Phantom staircase: REOPENED 2026-06-11, folded into the HOLISTIC BUILDING-RENDER PORT
**Status:** REOPENED — root cause #2 found (drawing-BSP-orphaned no-draw polys: