acdream/docs/plans
Erik 22a157225c docs(render): Campaign V slice V8 - the perf gate, measured in three configurations
The verdict splits, and not where anyone expected. Measured on one machine, one
build, one day, physical console, uncapped, 4x MSAA on both arms, validation off:

  Stationary LIGHT scene (6,675 entities, 780-870 FPS)
    CPU  p50   GL 1.127 ms   -> VK 1.294 ms    MISS  +14.8%
    CPU  p99   GL 1.407 ms   -> VK 1.531 ms    MISS   +8.8%
    GPU  p50   GL 0.651 ms   -> VK 0.160 ms    PASS  -75.4%
    Alloc/frm  GL 77,664 B   -> VK 11,440 B    PASS  -85.3%
    Working    GL 943.7 MiB  -> VK 877.1 MiB   PASS   -7.0%

  Stationary DENSE scene (21,024 entities, identical on both arms)
    CPU  p50   GL 5.934 ms   -> VK 5.775 ms    PASS   -2.7%
    CPU  p99   GL 8.867 ms   -> VK 7.354 ms    PASS  -17.1%
    GPU  p50   GL 1.673 ms   -> VK 0.909 ms    PASS  -45.7%
    Alloc/frm  GL 82,016 B   -> VK 15,752 B    PASS  -80.8%
    Process CPU GL 1.246 cores -> VK 1.016     PASS  -18.5%   (Windows, not ours)

  Canonical nine-stop route, identical world at all nine stops
    Frames     GL 30,378     -> VK 38,683      PASS  +27.3%
    CPU  p50   GL 11.718 ms  -> VK 9.166 ms    PASS  -21.8%
    GPU  p99   GL 2.325 ms   -> VK 1.193 ms    PASS  -48.7%

Vulkan loses two rows in exactly one configuration: a stationary field at a frame
rate no player will ever see. The reason is measured rather than argued. A
temporary probe on BOTH arms, now stripped, attributes 0.148 ms/frame to required
Vulkan WSI and synchronisation calls - vkQueuePresentKHR 0.070, vkQueueSubmit2
0.027, the timeline wait 0.026, vkAcquireNextImageKHR 0.025 - against roughly
0.014 ms for GL's whole SwapBuffers. That cost is FIXED per frame, so it is 12%
of a 1.13 ms frame, 2.5% of a 5.9 ms one and under 1% of a dense-town frame,
while the GPU and allocation savings scale with the work. The sign of the CPU
comparison flips as soon as the frame contains a town.

The campaign's named cost centre is closed rather than carried a fourth time.
Bindings 4, 6, 7 and 8 costing a descriptor write per draw - forward-carried
since V6i-3 as the thing to fix if CPU were short - measures 0.031 ms for ALL
~216 draws of the frame, about 140 ns each and 2.4% of it. No Vulkan code was
changed to chase the miss: every lever the V8 row named was already taken
(coherent rings, one submit per frame), irrelevant to p50 (pipeline pre-warm),
measured and small (descriptors), or would have traded real memory for nothing
(a fourth swapchain image, when acquire is call cost and not waiting).

The methodological finding is worth reading before the numbers. The R6 soak is
NOT the vehicle the founding numbers came from - the G5 production profile states
its own conditions and they exclude the probe, the artifact owner and the
screenshot oracle - and it is biased AGAINST Vulkan, because
VulkanGraphicsContext arms retainBackbufferCapture exactly when
ACDREAM_AUTOMATION_ARTIFACT_DIR is set, making every Vulkan frame copy the whole
swapchain image while GL reads on demand. On one binary in one hour the soak
reports CPU p50 7.3 ms and 2,531 KiB/frame where the ordinary profile reports
1.13 ms and 77 KiB. The route table above is therefore conservative in Vulkan's
favour: it wins on the vehicle that charges it extra.

Gates: Release build green; App tests 4,152 / 3 skipped, the pre-slice baseline,
no #250-family failure; strict GL offline pixel gate against 13c8733d at 1.95e-05
(11 px of 563,200), inside the 9-31 band, so GL did not move; one connected
Vulkan run with VK_LAYER_KHRONOS_validation proven inserted by the loader at zero
errors and zero warnings; and BOTH R6 soaks green - Vulkan 506.6 s and GL 506.8 s,
zero failures, graceful exits - which discharges the soak half of V7's
outstanding list. RenderDoc is not installed on this machine, so that capture
carries to V10 with a cause rather than as an omission.

The recommendation: proceed to V10 and amend the acceptance table rather than
waive it, naming the scene and pacing the floor is judged at. Two natural
candidates are already in the evidence and Vulkan passes both outright. The
opposite reading - that the light-scene rows disqualify the cutover - is
available and has been given the same measurement space. That call is the user's
and this slice does not make it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:35:16 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md docs(render): close V6f's shader obligation; record why the Vulkan world path is blocked 2026-07-28 10:22:57 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record 2026-05-12 23:17:05 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
2026-05-08-phase-n5-perf-baseline.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-n5b-perf-baseline.md docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates 2026-05-09 13:03:14 +02:00
2026-05-10-perf-tiers-2-3-roadmap.md docs(perf): roadmap for Tier 2 + Tier 3 entity-dispatcher optimizations 2026-05-10 09:38:38 +02:00
2026-05-11-phase-n6-perf-baseline.md docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55 2026-05-11 12:51:10 +02:00
2026-05-12-milestones.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-05-12-phase-c1.5b-handoff.md docs(vfx #C.1.5b): handoff for next slice (issue #56 + EnvCell statics) 2026-05-11 18:22:01 +02:00
2026-06-11-building-render-port-plan.md docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed 2026-06-11 15:46:30 +02:00
2026-07-02-retail-motion-animation-rewrite.md fix(motion): restore retail object manager order 2026-07-19 21:40:14 +02:00
2026-07-20-automated-world-lifecycle-gate.md docs(runtime): close deterministic world lifecycle gate 2026-07-21 00:00:31 +02:00
2026-07-21-gamewindow-slice-1-selection-interaction.md docs(architecture): close selection extraction slice 2026-07-21 09:04:31 +02:00
2026-07-21-gamewindow-slice-2-live-animation-presentation.md docs(architecture): close live animation slice 2026-07-21 10:03:20 +02:00
2026-07-21-gamewindow-slice-3-live-session.md docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
2026-07-21-gamewindow-slice-4-live-entity-integration.md docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
2026-07-21-gamewindow-slice-5-landblock-presentation.md docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
2026-07-21-gamewindow-slice-6-update-frame-orchestration.md docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
2026-07-22-gamewindow-slice-7-render-frame-orchestration.md docs(architecture): close GameWindow render slice 2026-07-22 08:40:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-g-runtime-settings.md refactor(settings): own two-phase runtime settings 2026-07-22 13:30:22 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-h-resource-ownership.md refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i8-frame-roots-session-start.md refactor(app): make session start terminal 2026-07-22 19:06:00 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-j-lifetime-shutdown.md refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-k-canonical-soak.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-l-closeout.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-composition-lifecycle.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-23-world-interaction-completion.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-07-24-modern-runtime-architecture.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-07-24-modern-runtime-slice-b-envcell-dedup.md docs(perf): close Slice B with full-bake evidence 2026-07-24 14:10:50 +02:00
2026-07-24-modern-runtime-slice-c-prepared-assets.md perf(content): close prepared asset cutover 2026-07-24 15:49:24 +02:00
2026-07-24-modern-runtime-slice-d-unified-residency.md docs(render): close unified residency slice 2026-07-24 17:06:17 +02:00
2026-07-24-modern-runtime-slice-e-cost-budgeted-streaming.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-24-modern-runtime-slices-f-g-render-scene.md docs(rendering): close retained-scene G5 2026-07-25 13:55:38 +02:00
2026-07-25-modern-runtime-slice-h.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-25-modern-runtime-slice-i.md fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
2026-07-25-modern-runtime-slice-j.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-25-modern-runtime-slice-j2.md docs(runtime): close J2 session lifetime gate 2026-07-25 19:46:47 +02:00
2026-07-25-modern-runtime-slice-j3-object-table.md docs(runtime): close J3.4 and plan J3.5 2026-07-26 06:09:28 +02:00
2026-07-25-modern-runtime-slice-j3-projection-store.md docs(runtime): close J3.3 and hand off J3.4 2026-07-25 22:29:34 +02:00
2026-07-25-modern-runtime-slice-j3.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j3-delta-stream.md docs(runtime): close J3.5 and plan J3.6 2026-07-26 06:54:47 +02:00
2026-07-26-modern-runtime-slice-j3-hardening.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j4.md docs(runtime): close gameplay-state ownership 2026-07-26 10:17:39 +02:00
2026-07-26-modern-runtime-slice-j5.md docs(runtime): close simulation ownership 2026-07-26 16:29:28 +02:00
2026-07-26-modern-runtime-slice-j6.md docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
2026-07-26-modern-runtime-slice-j7.md docs(runtime): close the accepted J7 visual gate 2026-07-27 00:12:26 +02:00
2026-07-26-modern-runtime-slice-j8.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-26-modern-runtime-slice-k.md docs(headless): close modern runtime slice K 2026-07-27 11:31:19 +02:00
2026-07-26-modern-runtime-slice-l.md docs(linux): park Slice L at L1 checkpoint 2026-07-27 12:35:47 +02:00
2026-07-27-vulkan-campaign.md docs(render): Campaign V slice V8 - the perf gate, measured in three configurations 2026-07-28 21:35:16 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00