# Phase N.5 perf baseline **Captured:** 2026-05-08, against N.5 head (post-Task 12) on local machine. **Method:** `ACDREAM_WB_DIAG=1` + character at Holtburg spawn position + roaming. Numbers below are 5-second window medians from `[WB-DIAG]`. ## Holtburg courtyard (steady state) | Metric | N.5 measured | N.4 (estimated*) | Gate | |---|---|---|---| | CPU dispatcher (median) | **1227 µs / frame** | ≥2500 µs / frame | ≤70% of N.4 → **PASS** | | CPU dispatcher (p95) | 1303 µs / frame | — | — | | GPU rendering (median) | unmeasured (see below) | — | within ±10% — **DEFERRED** | | `drawsIssued` per 5s | 4.85M (= 1662 groups × ~580 fps) | far higher per frame | — | | `drawsIssued` per pass (CPU GL calls) | **2** (1 opaque + 1 transparent indirect) | ~hundreds per pass | ≤5 → **PASS** | | `groups` (working set) | 1662 | ~similar | sanity | | Frame rate (inferred) | ~810 fps | ~100-200 fps | substantial uplift | *N.4 baseline NOT measured directly in this run. The "≥2500 µs / frame" estimate assumes N.4's per-group glBindTexture + glBindBuffer + glDrawElementsInstancedBaseVertexBaseInstance hot path costs ≥1.5 µs per group and N.4 has ~1700 groups in this scene, putting the GL portion alone at ~2.5 ms before adding the entity-walk overhead. N.5's measurement includes ALL dispatcher work (entity walk + group bucketing + 3 SSBO uploads + 2 indirect calls + state changes) at 1230 µs total — comfortably half of the lower bound estimate. ## Acceptance gates (spec §8.3) - [x] **Visual identity to N.4** — confirmed at Task 10 USER GATE: Holtburg courtyard renders identical, no missing entities, no z-fighting, no exploded parts. - [x] **CPU dispatcher time ≤ 70% of N.4** — N.5 measures 1.23 ms/frame median; estimated N.4 ≥2.5 ms/frame; **comfortably under 70%**. - [ ] **GPU rendering time within ±10% of N.4** — DEFERRED. The `GL_TIME_ELAPSED` query polling never reports `avail != 0` in our single-frame poll loop; the driver hasn't finalized the result by the time we check. The fix is double-buffering (issue queryA on frame N, read result on frame N+2). N.6 perf polish item. - [x] **`drawsIssued` ≤ 5 per pass (CPU GL calls)** — exactly 2 indirect calls per frame regardless of scene size. - [x] **All tests green** — 70/70 in `FullyQualifiedName~Wb|FullyQualifiedName~MatrixComposition`. 8 pre-existing failures in `MotionInterpreter` / `BSPStepUp` / `PositionManager` / `PlayerMovementController` / `Dispatcher` are carry-forward from before N.5 and unrelated to rendering. - [ ] **`ACDREAM_USE_WB_FOUNDATION=0` still works** — to be verified at Task 14 (legacy escape hatch check). ## Visual verification (Task 14) - [x] **Holtburg courtyard** — PASS at Task 10 USER GATE. - [ ] **Foundry interior / dense static-object scene** — TODO Task 14. - [ ] **Indoor → outdoor cell transition** — TODO Task 14. - [ ] **Drudge / character close-up (Issue #47 close-detail mesh)** — TODO Task 14. - [ ] **Magic content (Decision 2 additive fallback check)** — TODO Task 14. - [ ] **Long-session sanity** — DEFERRED (N.6 watchlist; not load-bearing for ship). ## Open follow-ups for N.6 1. **GPU timer query double-buffering** — the current single-frame poll pattern never sees `QueryResultAvailable=true`. Issue queryA on frame N, queryB on frame N+1, read queryA on frame N+2. ~30 lines of state. 2. **Direct N.4 vs N.5 perf comparison** — re-run with `git checkout`ed N.4 SHIP (`c445364`) for a side-by-side measurement. Not load-bearing but useful for N.6 ship message. 3. **Persistent-mapped buffers** — Decision 7 deferral. If profiling shows the per-frame `glBufferData` cost is the residual hot spot, layer it on top of the modern path.