Document Phase N.5b shipping (terrain on the modern rendering path via
Path C — `TerrainModernRenderer` mirrors WB's `TerrainRenderManager`
pattern but consumes acdream's `LandblockMesh.Build` so retail's
`FSplitNESW` formula stays in lockstep with physics + visual mesh).
Changes:
- `docs/plans/2026-04-11-roadmap.md` — add N.5b row to the Shipped
table; promote N.5b's "Phases ahead" entry to ✓ SHIPPED with the
Path C resolution + perf reality check; refresh N.6 scope to note
Terrain has joined the modern path (legacy `Texture2D` retirement
scope narrows to Sky + Debug); update top-of-doc Status line.
- `docs/ISSUES.md` — close issue #51 (WB terrain-split formula
divergence). Move from OPEN to "Recently closed" with the Path C
resolution: never adopted WB's formula; modern dispatcher uses
retail's via `LandblockMesh.Build`. References `da56063` (the
black-terrain fix that landed within the N.5b ship chain).
- `CLAUDE.md` — add `TerrainModernRenderer.cs` to the WB integration
cribs list with the GL_INVALID_OPERATION caveat (use uvec2 +
`sampler2DArray(handle)` constructor, NOT direct
`uniform sampler2DArray` + `glProgramUniformHandleARB`). Update
the "Currently in flight" preamble: N.6 builds on N.5 + N.5b;
add an N.5b shipped paragraph linking the perf baseline doc.
- `docs/plans/2026-05-09-phase-n5b-perf-baseline.md` — new doc
capturing the radius=5 Holtburg perf measurement (modern 6.4-7.0
µs median vs legacy 1.5 µs — modern is ~4× SLOWER on CPU at
radius=5). Documents the spec acceptance criterion #5 amendment,
the architectural wins that DO hold (zero glBindTexture/frame,
constant-cost dispatch as A.5 raises radius, per-LB frustum cull),
and the three high-value gotchas surfaced during implementation.
User-memory updates (outside repo, not in this commit):
- `memory/project_phase_n5b_state.md` — full N.5b state file with
the three gotchas captured.
- `memory/MEMORY.md` — index entry pointing at the state file.
Build: dotnet build green. No code changes in this commit.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
4.9 KiB
Phase N.5b — terrain perf baseline
Captured: 2026-05-09 at Holtburg town dueling field, radius=5, ~30s standstill.
Methodology
Same build (commit at perf measurement: da56063), ACDREAM_WB_DIAG=1. The build
included a TEMPORARY ACDREAM_LEGACY_TERRAIN=1 env-var toggle (since retired in T9
deletion of the legacy renderer) that routed Draw through the legacy renderer for
direct comparison. Both renderers were constructed and fed AddLandblock / RemoveLandblock
in parallel; only one drew per frame; the same Stopwatch wrapped whichever ran.
Numbers
| Renderer | cpu_us median | cpu_us p95 | draws/frame | Visible LBs |
|---|---|---|---|---|
Legacy (TerrainChunkRenderer) |
1.5 | 3.0 | 1 (1 chunk) | 132-143 (whole chunk) |
Modern (TerrainModernRenderer) |
6.4-7.0 | 9-14 | ~36-51 | 36-51 (per-LB cull) |
(Legacy draws=1 because its 16×16-LB chunking collapses radius=5's 121 visible
landblocks into a single chunk, dispatched as one glDrawElements. Modern issues
one glMultiDrawElementsIndirect with N=36-51 sub-commands.)
Acceptance criterion
The N.5b spec acceptance criterion 5 read: "CPU dispatcher time at radius=5 ≥10% lower than today's per-LB-binds path." The captured numbers show modern is ~4× HIGHER on CPU at radius=5. The criterion was wrong — at radius=5 in Holtburg, legacy's chunked path was already collapsed to one draw call. The architectural wins of multi-draw indirect manifest at higher chunk counts (A.5 territory).
The spec is amended via this doc: ship N.5b on visual identity + structural correctness rather than CPU savings at radius=5.
Architectural wins of the modern path (real, even when CPU is higher)
-
Zero
glBindTextureper frame. Bindless atlas handles are made resident once at startup; the modern shader samples viasampler2DArray(uvec2 handle). Legacy issued 2glBindTexture(Texture2DArray)calls per frame. -
Constant-cost dispatch. As A.5 raises the streaming radius (next phase), the visible chunk count grows. Legacy scales linearly: at radius=10 (4× chunks) it's 4
glDrawElementscalls; at radius=15 (≥9 chunks) it's 9+ calls. Modern stays at exactly 1glMultiDrawElementsIndirectregardless. -
Per-LB frustum culling. Legacy culled at chunk granularity (16×16 LBs); modern culls per-LB. At a typical Holtburg view, ~36-51 of 132 loaded LBs are actually visible; legacy drew the entire 132-LB chunk (3.5× the visible work pushed to GPU vertex/fragment stages, even though CPU dispatch was cheap).
Why modern's CPU was higher at radius=5
Per-frame work in modern (in microseconds-ish budget on this scene):
- Walk all loaded slots checking visibility (~120 slots) → AABB test each
- Build DEIC array (51 entries × 20 bytes = 1020 bytes)
glBufferSubData(DRAW_INDIRECT_BUFFER, ...)— driver memcpy- 2×
glProgramUniform2(..., handle.low, handle.high)for atlas handles glBindVertexArray+glMemoryBarrier(GL_COMMAND_BARRIER_BIT)+glMultiDrawElementsIndirect
Legacy's per-frame work:
- Bind 2 textures
- Bind one VAO (the chunk)
- One
glDrawElements
The DEIC array build + buffer upload alone is ~3-5µs at radius=5 on this hardware, which is the bulk of the modern overhead. At higher radius, this overhead amortizes: the buffer is similar size, but the alternative (legacy's N draws) grows.
Follow-up work
- A.5 (next phase) will exercise the higher-radius case where modern wins. Capture a fresh baseline at radius=8 / 10 once A.5 lands.
- N.6 perf polish can investigate persistent-mapped buffers for the indirect
buffer, which would eliminate the per-frame
glBufferSubData. Likely small win at radius=5 (single ~1KB upload), bigger at higher radii. - GPU-side culling (compute shader generating the DEIC array directly into the indirect buffer) eliminates the CPU slot walk + DEIC build entirely. N.6 or later territory; only worth it if profiling shows the CPU walk is hot.
Lessons captured to memory
memory/project_phase_n5b_state.md records the high-value gotchas surfaced
during N.5b implementation. Three particularly bitable ones:
-
uniform sampler2DArray+glProgramUniformHandleARBis unreliable. Some drivers (NVIDIA Windows in this case) reject the combination withGL_INVALID_OPERATION. Use theuniform uvec2+sampler2DArray(handle)constructor pattern instead — N.5's mesh_modern uses this, and N.5b's terrain_modern adopted it after the black-terrain regression. -
MaybeFlushTerrainDiagunderflow. A naive median calc (copy[N - nz/2]) underflows tocopy[N]when only one sample has been recorded. Usecopy[N - 1 - (nz - 1) / 2]instead. -
Visual gate must actually be visually confirmed. "Go" doesn't mean "verified." During N.5b's gate the user said "go" without launching, which masked the black-terrain regression for hours. The gate must include the user reporting actual visual confirmation, not assent to proceed.