docs(runtime): record J0 and physical I6 evidence
Pin the exact J0 rollback, synchronize the roadmap and agent handoff files, and distinguish the observer-heavy two-gigabyte soak from the ordinary-client physical sample. Keep parsed collision graph removal explicitly behind the pending user collision and visual gate. Co-authored-by: Codex <codex@openai.com>
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@ -90,6 +90,49 @@ Stable result:
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The parsed graph is still resident in those memory figures. I6 graph removal
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must reduce that footprint and prove stable production graph counts are zero.
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## Physical-display full-route soak
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An exact clean worktree at source/binary `9f37d1793674a7bf5101ef22d5c5d956b8d101a2`
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completed the canonical nine-stop route on the physical display:
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- all nine checkpoints and every materialization passed;
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- Caul, Holtburg, and return-to-Caul movement/jump/combat exercises passed;
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- server-spawned/static lifecycle checks passed;
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- final publication, retirement, worker, destination, control, unload,
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near/far, staged-upload, and composite-warmup backlogs were all zero;
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- graph and flat residency agreed at 175 cells in the final stable state;
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- graph retention remained intentional for the pending user gate;
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- diagnostic-route memory plateaued at 2.020 GiB in Sawato and 2.061 GiB on
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final Caul rather than growing without bound;
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- instrumented-route GPU p95 stayed at or below 2.8 ms.
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The roughly 2 GiB diagnostic working set is not the ordinary client footprint:
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that route deliberately retains the old and new collision representations and
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enables the full current-path render oracle.
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A separate ordinary uncapped Release client at Caul with about 21,025 live
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entities, no profiler, no render oracle, and no route automation produced this
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20-sample physical-display result:
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- 156 FPS average (140 minimum, 166 p95, 172 maximum);
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- 6.42 ms average displayed frame time;
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- 7.50% average whole-machine CPU;
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- 27.07% average GPU 3D utilization;
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- 1.080 GiB average working set;
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- 1.291 GiB average private bytes.
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The uncapped GPU percentage is demand created by rendering as fast as the CPU
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can submit frames, not evidence of a GPU bottleneck: measured GPU frame p95
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remained below 3 ms while displayed frame time was about 6.4 ms. Memory remains
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above the target while both collision representations are intentionally
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resident; the accepted graph-removal step must measure the reduction.
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A later 20-sample repeat from the same still-connected process confirmed the
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plateau: working set stayed exactly 1.059 GiB and private bytes exactly
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1.236 GiB throughout the sample. It averaged 177.6 FPS / 5.65 ms, 7.67%
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whole-machine CPU, and 30.40% GPU 3D. The higher GPU percentage tracked the
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higher uncapped frame rate; it did not coincide with working-set growth.
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## Acceptance boundary
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The automated cutover gate is complete. Before deleting the referee and parsed
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