acdream/docs
Erik 6491798edf docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec
Attribution report: the handoff's "~12ms GPU" was a glFinish artifact; the clean
split measures GPU=0.5ms and a ~96% CPU-bound frame whose cost scales with visible
buildings. [CPU-PHASE] ranks it: cellobjects 3.5 / landscape 2.6 / partition 2 /
dynamics 1.2 ms; floods, punch-seal, clip-allocs, shells all <0.3ms (refuted).

Spec: iteration-1 fix = batch the per-cell WbDrawDispatcher.Draw calls in
DrawCellObjectLists into one cross-cell draw (the proven cells-shell pattern),
two-loop structure to keep particle-after-statics depth ordering. Target: dense
town solidly 144+.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 20:41:45 +02:00
..
architecture Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)" 2026-06-22 18:58:15 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue) 2026-06-18 17:03:28 +02:00
research docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec 2026-06-23 20:41:45 +02:00
superpowers docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec 2026-06-23 20:41:45 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md docs(#145): REOPEN — cascade recurs on unstreamed-arrival-near-edge (streamed case fixed) 2026-06-21 18:04:54 +02:00