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