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> |
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