Erik
02578ddb74
docs(perf): dense-town FPS — final outcome (75->165) + ISSUES record
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Report: OUTCOME section (the two shipped fixes, the glFinish-artifact correction,
the deliberately-unpursued scenery-CPU/terrain-GPU headroom). ISSUES: recently-
closed entry with SHAs + pointers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 00:13:32 +02:00
Erik
6491798edf
docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec
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Attribution report: the handoff's "~12ms GPU" was a glFinish artifact; the clean
split measures GPU=0.5ms and a ~96% CPU-bound frame whose cost scales with visible
buildings. [CPU-PHASE] ranks it: cellobjects 3.5 / landscape 2.6 / partition 2 /
dynamics 1.2 ms; floods, punch-seal, clip-allocs, shells all <0.3ms (refuted).
Spec: iteration-1 fix = batch the per-cell WbDrawDispatcher.Draw calls in
DrawCellObjectLists into one cross-cell draw (the proven cells-shell pattern),
two-loop structure to keep particle-after-statics depth ordering. Target: dense
town solidly 144+.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 20:41:45 +02:00