docs #429 + probe: frame stalls are pack-independent (~1.7/s both arms); the pack converts them into visible player jumps (59 vs 3); prediction-snap theory dead
Adds the TEMPORARY PlayerPresentationProbe (ACDREAM_PROBE_PLAYER_PRESENT) per the #429 apparatus plan and records the measured two-arm evidence in the issue. Probe strips with the fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -115,6 +115,39 @@ ACE's >=800 misread), accumulating drift that the AutoPos/correction loop
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snaps back on its cadence. Walking (speed 1.0 both sides) and strafing
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accumulate little or no drift — matching the report exactly.
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**MEASURED 2026-08-23 (same session) — the story inverted twice and is now
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pinned by data.** A per-frame probe (`PlayerPresentationProbe`,
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`ACDREAM_PROBE_PLAYER_PRESENT=<csv>`, TEMPORARY, wired in
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`WorldRenderFrameBuilder`/`RuntimeWorldFrameEnvironmentPreparation`)
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captured `(t, camera, presented player position)` per frame over ~50 s
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of running per arm (`artifacts/owner-gate/player-present-429-packON.csv`
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/ `-packoff.csv`, ~270 FPS baseline, median frame 3.7 ms):
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- Frame stalls of 15-25 ms (max ~230-260 ms) occur ~1.7/s while moving in
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BOTH arms — pack ON 88, pack OFF 83 — the Atmospheric pack does NOT
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cause the stalls. The uncapped run reproducing the hitch had already
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killed the #235 capped-alias theory.
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- The pack changes what a stall LOOKS like: with pack ON, 59 of the 88
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long frames carry a 3x-5x player-position jump (the visible hitch);
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with pack OFF only 3 of 83 do — the same stall lands at a pipeline
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phase where the presented position has not advanced, so the player
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stays visually smooth and the owner never perceived it.
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- Right after ON-arm stall clusters, normal-length frames show ~zero
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player motion (catch-up artifacts). The prediction/AutoPos-correction
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hypothesis is DEAD: position advances exactly proportionally to
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elapsed time through the stalls; no snap-back is present in the data.
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**Two separated defects:**
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1. BASE CLIENT: periodic 15-25 ms frame stalls (~1.7/s while moving).
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GC exonerated (Gen0 at 6.3 s cadence, gen1/2 zero). Suspects:
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streaming publication/upload bursts on movement, present-path stalls.
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Instrument with a per-stall stack/phase capture, not more theories.
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2. PACK FRAME GRAPH: its ordering shifts the stall's position relative
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to the physics commit/presented-position sampling, converting silent
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stalls into visible player jumps. Establish where the ON-arm long
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frames spend their extra time (the pack's CPU stage profiler names
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stages) and where the player position is sampled relative to it.
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**Next probes (in order):**
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1. `ACDREAM_DUMP_MOTION=1` + a temporary inbound-position log for the
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LOCAL guid: does ACE send position sets for the local player every
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