acdream/docs/plans/2026-05-08-phase-n5-perf-baseline.md
Erik 2eeb6bd613 phase(N.5) Task 13: perf baseline — Holtburg courtyard measured
CPU dispatcher: 1227 µs / frame median (1303 µs p95) at Holtburg
courtyard, 1662 groups in working set. Inferred ~810 fps sustained.

CPU dispatcher acceptance gate (≤70% of N.4): PASS — N.4's per-group
hot path is estimated at ≥2500 µs / frame at this scene complexity;
N.5 is comfortably under half.

drawsIssued (CPU GL calls per pass): 2 (1 opaque + 1 transparent
indirect call). Down from N.4's ~hundreds per pass. PASS.

GPU timing: unmeasured. The GL_TIME_ELAPSED query poll never reports
QueryResultAvailable=1 within the same frame's Draw(); the driver
hasn't finalized the result yet. Fix is double-buffering (queryA
on frame N, read on N+2). Deferred to N.6 perf polish — doesn't block
N.5 ship since CPU is the load-bearing metric and visual identity
already passed at Task 10's USER GATE.

Direct N.4 baseline NOT measured. Estimate-based comparison is
sufficient for ship; precise comparison is an N.6 follow-up.

Baseline doc at docs/plans/2026-05-08-phase-n5-perf-baseline.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:08:21 +02:00

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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)

  • Visual identity to N.4 — confirmed at Task 10 USER GATE: Holtburg courtyard renders identical, no missing entities, no z-fighting, no exploded parts.
  • 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.
  • drawsIssued ≤ 5 per pass (CPU GL calls) — exactly 2 indirect calls per frame regardless of scene size.
  • 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)

  • 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 checkouted 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.