Commit graph

3 commits

Author SHA1 Message Date
Erik
5722681bf5 docs(pipeline): spec amendment - v1 pak stores RGBA8, BC compression deferred
MP1a ground truth: the runtime atlas consumes decoded RGBA8 via
TextureBatchData, so baking to BC7/BC1 (lossy) would change delivered
pixels and contradict the phase's own byte-identical conformance gate.
V1 stores RGBA8 exactly as the runtime produces; BC becomes an explicit
post-conformance option with its own visual gate. Mip chains stay
runtime-generated in v1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:39:36 +02:00
Erik
86d7094451 docs(pipeline): MP0 baseline captured - gate PASSED, alloc-triage amendment
Full-route capture (Holtburg -> dungeon 0x0007 -> town 0xCE94 -> dungeon
-> Holtburg, 4 teleports) plus the supplemental town run. Verdict: the
render-side-CPU split is confirmed (GPU <= ~2.7ms, upd/upl/imgui ~= 0),
steady medians beat the spec assumption (worst town p50 3.6ms), and the
smoothness gap is GC: 1.5-3 MB allocated per frame drives gen2
collections 1-2/s and every town p99/max violation, while dungeon
windows (zero gen1/gen2) are spike-free at ~2000 fps. Teleport hitch
quantified at 211ms worst frame / 75.7MB single-frame allocation.

Gate decision: PROCEED to MP1 unchanged, with one recorded amendment -
a bounded post-MP1 allocation-triage session for churn sites outside
the MP3 rewrite surface. Fort Tethana axiom view still to be
re-measured at the MP2/MP3 gates.

MP0 complete: profiler shipped (7d74c68c..4b44a152) + baseline + gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:42:36 +02:00
Erik
113a59887a docs(pipeline): Modern Pipeline (MP) side-track design spec
Umbrella design for the user-commissioned performance side track:
MP0 honest frame profiler -> MP1 baked asset pak (acdream-bake CLI,
mmap zero-copy reader) -> MP2 retail distance-degrade (hide-only cut)
-> MP3 Arch ECS render world + delta submission -> MP4 zero-alloc +
flat physics data (queued behind M1.5 #137) -> MP5 jobs (stretch,
evidence-gated).

Decisions recorded: C# not Rust (bottleneck is architectural, not
language); ECS scoped to the render world only (simulation keeps its
retail-mirroring OO structure); Arch framework per user choice; bake
as CLI now, client auto-detect later; smoothness gated before the
300+ FPS throughput target. Every phase has a numeric + visual gate;
legacy paths delete at each gate (no lingering dual pipelines).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 18:56:41 +02:00