Both attempts removed from the branch by user direction after live
gates (attempt 1 culled the interior — the 'fixed' exit was a
nothing-drawn false positive; attempt 2's luminosity port produced no
visible change, theory-vs-plumbing unresolved). Patches preserved in
the session scratchpad. Next attempt starts with apparatus: tunnel
freeze probe, RenderDoc capture, ACViewer oracle, retail side-by-side.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
While a destination reservation hides the world behind the tunnel, the
frame meter runs on a hold-widened profile (2 ms -> 8 ms destination
lane, non-destination lane absolute caps unchanged), reverting the frame
the reservation ends. Measured: warm-process portal hold gate-ready
3.6 s / total 8.7 s (retail-feel band); login drip 6-7 s -> 3.0 s with
the remaining login floor now attributed to process cold-start warmup
(~8 s concurrent phase), the next #418 lever. Tunnel held 64-66 fps
through the burst; mid-game no-hold path bit-identical (test-pinned).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
While a destination reservation hides the world behind the authored
tunnel, the streaming frame meter now runs a hold-widened profile
(StreamingWorkBudget.WidenForDestinationHold): the time ceiling rises
from the authored 2 ms to an absolute 8 ms default
(ACDREAM_STREAM_WORK_HOLD_DEST_MS is a measurement-only override), every
count/byte dimension scales by the same factor so elapsed time stays the
authoritative guard (the measured binder is Time at both ceilings), and
the reserve fraction is re-derived (0.75 -> 0.9375) so the
NON-destination lane's absolute per-frame caps are unchanged. The
widening keys off the existing BeginDestinationReservation/
EndDestinationReservation bracket only, is derived per-Tick from the
CURRENT budget (mid-hold quality swaps compose), and a frame with no
reservation uses the authored budget verbatim (test-pinned). Portal
holds ride the same bracket as login holds by construction - intended,
and pinned by a kind-parity test through the real coordinator plus a
live @telepoi portal hold (kind=portal gate-ready 3589 ms).
Why: issue #418's next-hypothesis (1). Measured result: the ~5 s
publication drip collapsed to ~2 s (loaded 625/625 at ~3.0 s, tunnel at
64-66 fps), the portal-hold gate-ready fell to ~3.6 s - and login
gate-ready/total stayed at 8.4-8.8 s / 12.6-12.7 s, exposing the real
remaining pacer: the login-cold render-thread upload/registration
barrier behind GpuWorldState.IsRenderReady, which ran concurrently under
the old drip. Full attribution appended to docs/ISSUES.md #418; no
divergence-register row (the streamed result and reveal gate are
byte-identical; only the scheduling rate during a hidden hold changed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's benchmark (retail ~6 s at a smaller window without our
complete-at-reveal guarantee) is now the issue's done bar. Next levers
in order: hold-scoped destination-lane budget widening (predicted
gate-ready ~2-3 s), then upload/composite overlap; retail's authored
tunnel exit is not a tuning target. Miss-branch closeout per the
session goal: acceptance measured 12689/12734 ms (> 12000), attribution
complete, no blind tuning.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The flat 32 blocks/s was the metered publication arm treating Runtime's
deliberate two-poll collision activation as end-of-frame: one landblock
per 32 Hz streaming tick with the 2 ms budget ~90% idle. The metered arm
now uses the same Runtime continuation gate the synchronous path always
used; the budget is genuinely authoritative, debt semantics preserved,
streamed result byte-identical. Remaining floor fully attributed in #418
(~8 s budgeted readiness + retail's authored tunnel exit).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase-1 measurement (new [publish-timing]/[stream-tick] probe surfaces,
ACDREAM_PROBE_REVEAL_TIMING=1) refuted the ~31 ms-per-admission
hypothesis: the hold runs at ~64 fps with the streaming tick at ~32 Hz,
the whole 625-block window costs only ~500 ms of publication CPU (far
blocks ~0.17 ms, near 2-43 ms), and steady state showed ZERO meter
yields with ~0.22 ms of the 2 ms budget used - yet exactly one block
published per tick against a ~400-deep completion queue.
The real limiter: Runtime's collision-generation activation is a
deliberate two-poll transaction (the first
TryAcquireCollisionPrefixMutationPermission poll parks residents and
refuses by design), and LandblockPresentationPipeline.Advance's metered
arm returned Completed=false on ANY nonterminal commit, which
DrainAndApply treats as end-of-frame. One landblock per 32 Hz tick =
the flat 32/s, with the authored budget ~90% idle.
Fix: the metered arm now uses the same Runtime-owned gate the unmetered
arm and the synchronous CompletePublication API always used
(CanContinueMutationSynchronously). The second poll runs in the same
frame under the same meter, so the unchanged 2 ms elapsed-time ceiling
is now genuinely the authoritative per-frame bound; with any real debt
(live residents parked mid-game, pending withdrawals, dispatch backlog)
publication defers to the next frame exactly as before. No budget
values change, no reveal-gate/readiness change, and the streamed result
is byte-identical - only the frame scheduling of identical operations.
Measured A/B (this binary, two runs): totalMs 12689 / 12734 vs baseline
26728/27395/27503; loaded slope 32/s -> bursts of 100-360/s, 625/625 in
~6-7 s vs ~23 s. The remaining ~12.7 s floor is fully attributed in
docs/ISSUES.md: ~8 s of real budgeted readiness work plus retail's
authored tunnel exit (TunnelContinue 2-5 s + two 1 s fades, golden
constants), so the <12 s acceptance needs a lead decision on the
hold-time budget, not another hidden limiter.
New regression pin:
MeteredLoaded_NonterminalCommitWithoutDebt_CompletesInOneMeteredAdvance.
Gates: Release build 0 errors; App tests 5576/3 skips/0 failed;
Runtime tests 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>