perf(streaming): cursor publication across frame budgets
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32 changed files with 2215 additions and 823 deletions
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CLAUDE.md
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CLAUDE.md
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@ -138,10 +138,12 @@ explicit bake/equivalence/UI-Studio tooling. Capped, uncapped, dense-Arwic,
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lifetime, full-suite, and user-visual gates passed. Process allocation fell
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41.8–61.9%, GC pause time fell 48.4–54.1%, uncapped CPU/GPU p99 improved
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17.0%/20.6%, and invalid Setup-probe exceptions fell to zero. Slice D unified
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typed residency policy/accounting and bounded retained caches. Slice E0–E3 now
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typed residency policy/accounting and bounded retained caches. Slice E0–E4 now
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enforce typed completion admission, generation-scoped old-world quiescence,
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and metered full-window/recenter retirement; E4 cursor-budgeted publication is
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next. Physical GPU/FPS gates are paused while the desktop is RDP. Slices F/G
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metered full-window/recenter retirement, and retained cursor-budgeted
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render/physics/static/building/EnvCell publication; E5 destination reservation
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and reveal-generation joining is next. The physical console is available and
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reserved for E6 connected gates. Slices F/G
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remain behind the explicit ECS decision gate and Slice J behind its separate
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gameplay-owner gate. Evidence:
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`docs/research/2026-07-24-slice-c-prepared-asset-cutover-report.md` and
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@ -166,7 +168,7 @@ uncapped Release presentation is smooth, while physics, collision, and wire
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truth remain correct.
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See `docs/plans/2026-07-22-gamewindow-slice-8-composition-lifecycle.md` and
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`docs/architecture/code-structure.md`. **Carried:** #153, #116, remaining
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R6 ownership cleanup, TS-50/TS-51/TS-53, Modern Runtime Slice E4+, and #225's
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R6 ownership cleanup, TS-50/TS-51/TS-53, Modern Runtime Slice E5+, and #225's
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lifestone/particle alpha visual gate.
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Start structural work at `memory/project_gamewindow_decomposition.md` and
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