fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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@ -46,7 +46,7 @@ Copy this block when adding a new issue:
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## #225 — Scene particles overpaint translucent world objects
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**Status:** IN-PROGRESS — implementation complete; connected visual gate pending
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**Status:** IN-PROGRESS — implementation/reviews and connected stress gate pass; final visual gate pending
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**Severity:** MEDIUM
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**Filed:** 2026-07-18
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**Component:** rendering / world translucency / particles
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@ -79,7 +79,7 @@ order inside one instanced draw, with only DAT blend-mode changes splitting a
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run. The identical location recovered to about 153 FPS / 6.6 ms in the
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connected Release client.
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A second, genuinely cumulative portal regression remained: ACE retains
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A second, genuinely cumulative portal regression was first isolated: ACE retains
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`KnownObjects` across normal teleports, while acdream retained every old
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`LiveEntityRecord` indefinitely. Each destination therefore left animation,
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effect, and render owners active; after enough trips the render thread blocked
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@ -93,6 +93,30 @@ duplicating vertices per material and growing forever. A connected five-region
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round trip returned live/animation ownership to baseline, recreated C95B on
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revisit, and held its normal 60–80 FPS.
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That shorter route did not close the process-lifetime problem. A subsequent
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multi-recall run still climbed to about 3.0 GiB working set / 3.5 GiB private
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memory and reproduced the 5–12 FPS collapse, with effect emitters, composite
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textures, decoded DAT objects, texture atlases, and physical GL stores remaining
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resident after their owners left. The final integration therefore makes the
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whole chain owner-scoped and bounded: exact-incarnation appearance replacement,
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retryable live/landblock/UI/portal teardown, emitter retirement indexes,
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bounded DAT/decoded/standalone/composite caches, reclaimable mesh/atlas storage,
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incremental arena migration, and three-frame GPU-fenced physical reuse. It also
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reuses per-frame scratch storage without clearing a legitimate large working set.
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No draw distance, texture resolution, particle range, or visual effect was
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reduced.
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The final connected route (Caul → Sawato → Rynthid → Aerlinthe → Sawato →
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Holtburg → Caul, with 25–30 second destination dwells and 60 seconds after the
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return) passed without an exception, WER report, or AMD display-driver reset.
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Peak working set fell from 2,954.5 MiB to 1,493.4 MiB and peak private memory
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from 3,502.3 MiB to 1,969.5 MiB versus the failing build. Returned Caul settled
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at 1,030.6 MiB working set / 1,638.2 MiB private / 831.6 MiB local GPU; the final
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local-display dwell held 125–153 FPS (141.8 average). Emitter/binding ownership
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balanced at 1,715/1,715 and composite physical residency remained below its
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128 MiB ceiling. The older 32 FPS comparison run was RDP-refresh-capped and is
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used only for memory comparison. The lifestone/particle visual gate remains.
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**Files:** `src/AcDream.App/Rendering/RetailAlphaQueue.cs`;
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`src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`;
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`src/AcDream.App/Rendering/ParticleRenderer.cs`;
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@ -100,11 +124,17 @@ revisit, and held its normal 60–80 FPS.
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`src/AcDream.App/Rendering/Shaders/particle.frag`;
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`src/AcDream.App/Rendering/RetailPViewRenderer.cs`;
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`src/AcDream.App/World/LiveEntityLivenessController.cs`;
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`src/AcDream.App/Rendering/Wb/GlobalMeshBuffer.cs`.
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`src/AcDream.App/Rendering/Wb/GlobalMeshBuffer.cs`;
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`src/AcDream.App/Rendering/GpuFrameFlightController.cs`;
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`src/AcDream.App/Rendering/CompositeTextureArrayCache.cs`;
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`src/AcDream.App/Rendering/StandaloneBindlessTextureCache.cs`;
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`src/AcDream.Content/BoundedDatObjectCache.cs`;
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`src/AcDream.Content/DecodedTextureCache.cs`.
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**Research:**
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`docs/research/2026-07-18-retail-shared-alpha-list-pseudocode.md`;
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`docs/research/2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md`.
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`docs/research/2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md`;
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`docs/research/2026-07-18-retail-texture-resource-lifetime-pseudocode.md`.
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**Acceptance:** At a translucent lifestone, smoke or flame behind the crystal
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is attenuated by it while an effect in front remains bright. The lifestone's
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