docs(pipeline): PARK Track MP - FPS-swing win banked, ECS+remainder deferred
User decision 2026-07-05: the FPS/ms wild-fluctuation complaint is resolved (MP0 profiler + MP1a Content extraction + MP-Alloc safe batch, all shipped + merged to local main, user-confirmed steady FPS). ECS (MP3) and the rest are deferred to the future - ECS is the throughput lever (higher avg FPS), a different goal from the steadiness we fixed; revisit only if a higher raw FPS number is specifically wanted. Rust rejected. Rationale captured in memory project_mp_track_findings.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -1200,6 +1200,17 @@ port in any phase — no separate listing here.
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### Track MP — Modern Pipeline (performance side track; user-commissioned 2026-07-05)
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### Track MP — Modern Pipeline (performance side track; user-commissioned 2026-07-05)
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> **⏸ PARKED 2026-07-05 (user decision) — WINS BANKED, REMAINDER DEFERRED TO THE FUTURE.**
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> The track's actual trigger — the FPS/ms counter *fluctuating wildly* (read by the
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> user as inefficiency) — is **RESOLVED**: MP0 (frame profiler), MP1a (Content
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> extraction), and **MP-Alloc safe batch** shipped and merged to local main
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> (`093cdb6d`, suite 4188 green, user-confirmed steady FPS). **ECS (MP3) + the
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> rest are DEFERRED**: ECS is the *throughput* lever (raise avg FPS ~230→300), a
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> DIFFERENT goal from steadiness — revisit ONLY if the user wants a higher raw FPS
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> number and accepts the rewrite risk. Rust rejected. Parked (resume from the table
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> below): MP1b pak/bake (needs the 865 GB EnvCell-dedup slice; loading-speed lever),
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> MP-Alloc hard sites, MP1c, MP2. Full rationale: `project_mp_track_findings.md`.
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**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
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**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
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umbrella design — read it first). **Goal:** smoothness first (no frame over
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umbrella design — read it first). **Goal:** smoothness first (no frame over
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~16 ms during any traversal), then 300+ FPS sustained in dense towns.
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~16 ms during any traversal), then 300+ FPS sustained in dense towns.
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