# Performance Tiers 2 + 3 — Future Roadmap **Created:** 2026-05-10 during Phase A.5 polish. **Status:** Future planning — not for current execution. **Context:** A.5 shipped two-tier streaming with the entity dispatcher landing at ~3.5ms median (post-Bug-A and Bug-B fixes). Tier 1 (entity-classification cache) lands as A.5 polish and brings the dispatcher inside the 2.0ms spec budget. Tiers 2 + 3 are the "next big perf wins" beyond Tier 1. --- ## Background — why this exists Discussion captured 2026-05-10: user observed 200-240 FPS at radius=12 on a Radeon 9070 XT @ 1440p and asked why an "old game like AC" doesn't deliver Unreal-level (1000+ FPS) on this hardware. The honest answer: the bottleneck is *architectural*, not hardware. The CPU is single-threaded and rebuilds the entire draw plan from scratch every frame. Modern engines pre-bake static-world batches at content-cook time and rebuild only what changes. AC's design — server-spawned per-entity world streamed at runtime — doesn't naturally batch the way Unreal's pre-cooked content does. Closing the gap requires backporting modern techniques while preserving AC's data model. Tiers 2 and 3 are that backporting work. --- ## Tier 2 — Static/dynamic split with persistent groups **Estimated effort:** ~10-15 days (2-week phase). **Estimated win:** entity dispatcher ~3.5ms → **~0.5-1ms median** at radius=12. **Total frame time:** ~4-5ms → **~2-3ms = 400-600 FPS at standstill.** ### The core idea Today, `WbDrawDispatcher._groups` (the dictionary of "(mesh + texture + blend) → list of instances to draw") is cleared and rebuilt from scratch every frame. For trees, rocks, buildings, and other static entities (~95% of the world), the answer is identical every frame forever. Tier 2 makes the static-group instance buffers **persistent GPU-resident data**, just like Unreal's pre-baked world. The CPU only orchestrates "which groups are visible" per frame. ### Architectural shift ```csharp class StaticInstancedGroup { public GroupKey Key; public Matrix4x4[] Matrices; // grown as entities spawn public BitArray ActiveSlots; // for free-list reuse public bool NeedsGpuUpload; // dirty flag for delta upload public Dictionary EntityToSlot; // for despawn lookup public uint InstanceBufferOffset; // start of group's slice in global SSBO } ``` **On entity spawn (atlas-tier static):** allocate a slot in each relevant group, write the matrix, mark dirty. **On entity despawn:** free the slot, mark dirty. **Per frame:** - Static groups: LB-cull each group (cheap). For visible groups, flag for draw. **No matrix copy. No list rebuild.** - Dynamic entities (~50 NPCs/players): today's per-frame walk-and-classify. Keeps the existing slow path for things that legitimately change every frame. - Upload only the dirty groups' matrix slices (delta upload, not full reupload). - Issue 2 multi-draw-indirect calls. ### Sub-decisions **Frustum cull granularity at the group level:** at group level you can't reject individual instances; you draw the whole group or none of it. Two strategies: - **Per-LB subgroups:** split each group into per-landblock subgroups. LB-frustum-culls reject subgroups whose LB is invisible. ~2K groups × ~5 LBs per group on average = ~10K subgroups. Each subgroup AABB cull is ~0.3 µs → ~3 ms per frame. Roughly a wash with today's per-entity cull. - **Per-instance GPU cull (Tier 3):** compute pre-pass on the GPU writes which instances are visible to a draw-indirect buffer. ~0.05ms CPU. The right long-term answer. For Tier 2 alone, per-LB subgroups are the recommended approach — keep CPU culling, just at coarser granularity than per-entity. **Dynamic entities crossing LB boundaries:** when an NPC walks across a landblock boundary, it stays in the same group key but its "spatial bucket" changes. Solution: dynamic entities are tracked in a single global "dynamic group" outside the per-LB structure; they don't need spatial bucketing because there are only ~50 of them. **Palette override invalidation:** server event swaps an NPC's clothing color → group key changes. Treat as despawn-from-old + spawn-into-new. NPCs are dynamic so this just rebuckets them. **Animation overrides on static entities:** static entities don't animate. Trees don't bend (foliage wave is a vertex shader effect, not a group-key change). Buildings don't move. So the static path never invalidates. **EnvCell visibility:** dungeon entities are gated by per-cell visibility state. Need to track which group instances are tied to which cell, and during visibility cull, gate per-cell. Keep using existing `ParentCellId` field on WorldEntity. **Streaming load/unload integration:** when an LB unloads, all its static entity matrices need to be removed from their groups. Free-list management. Matches existing `LandblockSpawnAdapter` lifecycle. ### Effort breakdown | Task | Days | |---|---| | Design + invariants document | 2 | | Spawn-time slot allocator + free-list | 3 | | Per-frame visibility + dirty-flag delta upload | 2 | | Dynamic entity path (NPCs, projectiles) | 2 | | Invalidation (palette/ObjDesc events) | 2 | | EnvCell visibility integration | 1 | | Streaming load/unload integration | 1 | | Conformance testing | 2-3 | | **Total** | **~10-15 days** | ### Risks - **Slot management bugs** = double-frees or leaks (entities draw at random positions — visible). - **Invalidation bugs** = stale matrices (entity teleports back to spawn point when palette changes). - **Dynamic entity tracking** adds complexity around the static/dynamic boundary. ### Mitigations - **Conformance test:** render a fixed scene through both pipelines, compare draw output. Adds CI infrastructure. - **Per-frame validation in debug:** walk all groups, assert no orphan slots. - **Hash invariant test:** static entities should produce stable group keys frame-over-frame. Add a debug assertion that fires once per frame in Debug builds. --- ## Tier 3 — GPU-side culling (compute pre-pass) **Estimated effort:** ~1 month (longer phase). **Estimated win:** entity dispatcher ~0.5-1ms (post-Tier-2) → **~0.05ms median.** **Total frame time:** ~2-3ms → **~1.5-2ms = 600-1000+ FPS at standstill.** ### The core idea Today (and after Tier 2), the CPU does per-LB or per-subgroup frustum culling and tells the GPU which groups to draw. Tier 3 moves per-instance frustum cull to the GPU via a compute shader pre-pass. The CPU just uploads "here are all 1M instance matrices" once; the GPU compute shader writes which ones are visible to a draw-indirect buffer; the rasterizer draws only those. This is the level Unreal is at. With this, per-frame CPU work for the entity dispatcher becomes essentially "tell the GPU what to do" + a tiny scratch upload. ### Why Tier 3 needs Tier 2 first Without Tier 2's persistent group structure, GPU culling has nothing stable to operate on. The compute shader needs an addressable "here are the static instances" buffer to read from; that buffer only exists after Tier 2. ### Sub-decisions to be made **Compute shader API:** OpenGL 4.3+ compute shaders are sufficient. We're already at GL 4.3+ for bindless. No additional capability requirement. **Indirect draw command generation:** the compute shader writes a `DrawElementsIndirectCommand[]` buffer per pass. Render thread issues `glMultiDrawElementsIndirect` reading from that buffer. No CPU readback. **LOD selection:** opportunity to add per-instance LOD selection in the compute shader (distance-based mesh detail). Not needed for A.5's scope; could be a Tier 4 follow-up. **Per-light shadow map culling:** if shadows ship, GPU culling extends naturally to per-light frustum cull. Significant win for shadow rendering. ### Effort breakdown | Task | Days | |---|---| | Compute shader design + GLSL implementation | 4 | | Buffer layout coordination with Tier 2 | 2 | | Silk.NET compute dispatch integration | 3 | | Indirect command compaction logic | 4 | | LOD selection (optional, ~stretch) | 4 | | Validation: per-instance cull matches CPU cull within epsilon | 3 | | Conformance + regression testing | 5 | | **Total** | **~21-25 days, ~1 month** | ### Risks - **GPU stalls** if the compute shader takes longer than expected (esp. on lower-end GPUs). - **Sync overhead** between compute pre-pass and rasterizer pass. - **Debugging difficulty** — GPU compute bugs are harder to diagnose than CPU bugs. ### Mitigations - **Profile-driven design:** measure compute shader runtime on target hardware before committing. - **Fallback path:** keep CPU cull as a runtime-toggleable option (env var) so we can A/B compare. - **GPU debugging tools:** RenderDoc captures + frame-by-frame compute shader inspection. --- ## When to schedule these **Tier 2:** - Best fit: dedicated 2-week phase after a SHIP cycle. Treat it like a Phase B/C/N (i.e., name it Phase A.6 or N.7). - Trigger: user wants to push radius beyond 12 (e.g., to 15 or 20 for true continent-scale horizon). - Trigger: user wants to add 100+ active NPCs in a city without dropping below 240Hz. **Tier 3:** - Best fit: after Tier 2 has been live and stable for at least one cycle. - Trigger: shadow map work begins (GPU cull + shadow cull share the same compute pre-pass infrastructure). - Trigger: user wants 500+ FPS sustained for very-high-refresh scenarios (360Hz monitors, future hardware). **Both:** - Don't bundle with other phases. These are dedicated perf phases with their own brainstorm + spec + plan + SHIP cycles. --- ## What's "free" or smaller (out of Tier 1/2/3 scope but worth noting) - **Plumb `JobKind` properly through `BuildLandblockForStreaming`** (~30 min). Today's Bug A patch wastes worker-thread CPU on hydration that gets thrown away for far-tier. Cleaner code, slight CPU savings on worker. - **Eliminate `ToEntries` adapter allocation in `Draw`** (~15 min). Tiny win (~25 KB / frame). Could fold into Tier 1. - **Persistent-mapped indirect buffer** (~2 days). Today's `glBufferData` per frame becomes a pre-mapped persistent buffer. Marginal win on RDNA 4; meaningful on lower-end GPUs. - **Multi-thread mesh-build worker pool** (~1 day). 2.7s first-traversal horizon-fill drops to 0.7s with 4 workers. UX win on first walk-into-region. These are good candidates for a "perf polish" mini-phase or to backfill into Tier 2. --- ## The architectural ceiling Even with all three tiers, **a faithful AC client written in C# with bindless OpenGL tops out around 800-1500 FPS at radius=12 on RDNA 4 hardware**. Beyond that requires: - Native C++ rendering core (eliminate .NET GC + JIT overhead) - DX12/Vulkan API (eliminate driver state validation) - Offline content cooking (eliminate runtime mesh/texture decode) Each of those is a several-month undertaking and represents "becoming a different engine." The realistic target for acdream is 240-500 FPS at the user's monitor refresh, comfortably ahead of the visible-stutter threshold. Tier 1 + Tier 2 alone should deliver that for radius=12-15. For "Unreal-level FPS at full quality," that's a different project.