docs(research): consolidated decision -- float region programs, quantized lattice, gated build plan

Round three (Sol fork): keep precise float procedural math, restructure evaluation (region
programs, feature binning, brick certificates, shared lattice), a versioned 16-bit lattice as the
common mesh/edit/collision cache, integer edit composition on GPU for craters. Seven ordered steps,
each with a numeric pass/fail gate; day one instruments collision and upload clocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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# VoxelForge speed research — 29 September 2026 # VoxelForge speed research — 29 September 2026
## Answer first ## Consolidated decision
**Revised recommendation: compile a deterministic integer operator plan into spatially pruned 8³-voxel bricks, mesh only uncertain bricks, and give the player direct field collision. Add a transaction-wide GPU visual edit layer for large spells; keep baked meshes and optional Chaos collision as background caches.** The player collision definition supplied in round two removes the 512 simultaneous Chaos-cook requirement. The crater requirement adds a second critical path: changing 714 bricks cannot depend on 714 component uploads within one frame. Keep the 25 cm lattice, volumetric operators, walkable route graph and seed/layout/edit replication. Replace point-at-a-time feature search with a stable region-local program and conservative final-field bounds. Recent work on pruning SDF construction trees directly supports this direction, but its speedups on other scenes are not VoxelForge measurements. [Lipschitz Pruning, Eurographics 2025](https://wbrbr.org/publications/LipschitzPruning/documents/LipschitzPruning_submitted_to_EG25.pdf), [Accelerating Signed Distance Functions, 2025](https://perso.liris.cnrs.fr/eric.galin/Articles/2025-lod.pdf), [OpenVDB paper](https://museth.org/Ken/Publications_files/Museth_TOG13.pdf). **Build the spatial/evaluation redesign first and keep the current precise float procedural math.** Compile the seed, layout, composer and operator stack once per region into a stable local program; bin rooms, tunnel segments and passages into 8³-cell bricks; compute cheap *final-field* solid/air certificates; share lattice samples across tiles and LODs; contour uncertain bricks. Use a versioned, explicitly rounded **16-bit lattice density** as the common mesh/edit/query cache. Keep the procedural float evaluator as the cache producer and on-demand *lattice-sample* fallback; player collision queries interpolate the same quantized lattice, including newly generated cells, so visual and collision signs cannot diverge through an off-grid float query. The quantization scale, zero tie and interpolation rule belong to the new world ABI. This changes the world version without requiring a full fixed-point rewrite of Perlin and every content operator. [Build flags](Source/VoxelForge/VoxelForge.Build.cs) already pin `FPSemanticsMode.Precise`; [noise](Source/VoxelForge/Public/VoxelNoise.h) has table-free Perlin and a scalar/SSE4.1 path written op for op; [geometry math](Source/VoxelForge/Public/VoxelTypes.h) uses `VoxelMath::DetSinCos`. This supports the current same-build CPU contract, although full-world hashes on the actual supported CPU/compiler combinations remain a release gate. MSVC documents both the ordering guarantees and limits of `/fp:precise`; it is not a GPU-vendor parity mechanism. [MSVC floating-point semantics](https://learn.microsoft.com/en-us/cpp/build/reference/fp-specify-floating-point-behavior?view=msvc-170), [MSVC cross-CPU cautions](https://learn.microsoft.com/en-us/cpp/porting/floating-point-migration-issues?view=msvc-170).
**For the player, provisionally choose field-aware movement against the versioned lattice, with cooked Chaos bodies as a compatible background path.** This is the route that can use the new edit epoch immediately when a dig removes support; a delayed cook cannot be authoritative in that frame. Before committing to Mover, instrument the existing cook pipeline and try reserving generation capacity. If a small set of player-support tiles cooks quickly *and* a CMC edit-time field override passes the same-frame floor/velocity test, retain CMC plus a prioritized-cook/field-overlay hybrid. A fast cook by itself does not solve an underfoot edit. RMC's [manager](../RealtimeMeshComponent/Source/RealtimeMeshComponent/Private/RealtimeMeshManaged.cpp) defers collision to end of frame, its [future helper](../RealtimeMeshComponent/Source/RealtimeMeshComponent/Public/Core/RealtimeMeshFuture.h) schedules work on `GThreadPool`, and its [data path](../RealtimeMeshComponent/Source/RealtimeMeshComponent/Private/Data/RealtimeMeshData.cpp) returns to the game thread to apply BodySetup/physics state; the observed 0.4–1.4 s is **submit-to-ready, not measured Chaos compute**. UE task priority does not preempt already running generation, and RMC's pool is a distinct queue whose threads still compete for CPU. [Epic UE Tasks](https://dev.epicgames.com/documentation/unreal-engine/tasks-systems-in-unreal-engine), [Epic BodySetup readiness](https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Engine/UBodySetup/CreatePhysicsMeshesAsync).
**For rendering, measure the current RMC drain before grouping.** `MaxMeshAppliesPerFrame=4` and `MaxMeshApplyMilliseconds=2` are settings, not a hardware limit. The source comment's “~0.1 ms per 32³ apply” is an estimate, not a captured sustained upload rate; no surviving `[VoxelForgeApplyFrame]`/render-thread trace in the repo establishes one. With ~341 visible nonuniform tiles and a 0.35 s generation budget, the remaining 0.65 s requires **≥525 visible applies/s**, or **9/frame at 60 Hz** and **6/frame at 90 Hz** if results are ready together. At 4/frame the caps are 240/s and 360/s, respectively. If all 512 tiles are nonuniform, the 60 Hz requirement rises to **14/frame**. Raise the cap in an isolated saturation test and measure game-thread drain, RMC render enqueue, RHI completion and first visible frame. Group 2³ tiles into at most 64 spatial pages, retaining independently updateable sections, **only if** per-component or render-thread overhead misses that rate. The archived 128³ export emitted 7.435 MB of logical mesh output for 64 tiles, an average 116 kB/tile; extrapolating that mix to 341 visible tiles is ~39.6 MB of payload, not a measured GPU transfer or component cost. [Local attribution](Docs/archive/PERF-ATTRIBUTION.md).
**A large spell still needs a single visual transaction.** At radius 10 m the round-two probe found 714 touched 8³ bricks and up to 64 current tiles; its cached-field composition was 0.861–0.914 ms, excluding upload. Keep a GPU-resident copy of the visible quantized lattice and apply an integer edit command to the whole affected region in one render dependency, with a complete-region mesh or bounded raymarch fallback. Match CPU and GPU quantized sign, interpolation and zero ties; publish all touched tiles/LODs at one edit sequence. The GPU need only perform integer **edit composition and mesh decisions**. Replacing the entire procedural float generator with integer is conditional on a later full-GPU base-generation win. This retains cross-machine world authority on the CPU and avoids treating the round-two integer AVX2 probe as a production speedup.
### Separate the two proposed changes
| Change | Evidence and expected contribution | Decision |
|---|---|---|
| **(a) Region-local evaluation and sparse sampling** | At the supplied ~2 µs/sample, shared lattice alone cuts 21.952 M requests to 17.374 M and an ideal six-worker clock from **7.32 s to 5.79 s**: only **1.26×**. The proposed **0.35 s** worker budget requires a further **16.5× effective reduction** in cost or evaluated points after sharing: `(17.374 M × 2 µs)/(6 × 0.35 s)`. This is the required result, **not a measured gain**. The scalar synthetic probe's ~170 ns of aggregate worker CPU/sample (six workers × ~0.47 s / 16.8 M points) shows hardware headroom but uses a different, much cheaper graph. Brick certificates, candidate binning, removal of per-point routing and local compiled ops are the mechanisms to test; no number from another workload is assigned to them. | **Necessary first experiment.** Keep float while measuring it, so gains can be attributed. |
| **(b) Full integer/fixed-point procedural generator** | The round-two explicit AVX2 kernel beat its *own integer scalar reference* **4.25–5.86×**; that comparison says nothing reliable about integer versus the plugin's optimized float/SSE noise or its feature-search cost. Merely changing numeric type leaves the ~30.7 counted candidate visits/sample and cache routing intact. There is **no measured production speed credit**, so assign **zero guaranteed speedup** toward the 16.5× goal. New world version permission removes compatibility cost, but not implementation or proof risk. | **Defer full conversion.** Use deterministic quantization at the lattice boundary and integer edit/mesh decisions on GPU. Convert base generation only if an exact CPU/GPU float-versus-integer production ablation proves a faster end-to-end path. |
The ~2 µs sample is an end-to-end `GetDensityAt` cost, not a Perlin operation. The available attribution closes **where** time goes but does **not** supply additive CPU shares for each nested operation. In the archived 128³ TunnelNetwork export, 590.923/606.128 ms (**97.49%**) was shared-grid fill; the following cell scan/mesh/merge was ~15.2 ms. Dividing 590.923 ms by its 2,248,091 unique samples yields only **263 ns/sample in that different workload/window**. It therefore cannot be substituted for the owner's current ~2 µs/sample or used as an additive timing breakdown of it. The export generated these *work counters*: **11.10 M room candidates / 1.73 M evaluated**, **28.95 M tunnel candidates / 3.46 M evaluated**, and **28.95 M tunnel-core candidates / 1.88 M evaluated**. That is about **4.94 + 12.88 + 12.88 = 30.7 candidate visits per sample** across the three reported counters, with about **3.15 actual evaluations/sample**. Candidate passes may revisit the same feature, and the counters are **not additive time buckets**. Binning local features once per brick attacks this work directly. [Local attribution](Docs/archive/PERF-ATTRIBUTION.md).
| Per-sample work visible in code | What the redesign removes; what it cannot claim |
|---|---|
| `GetDensityAt` recomputes chunk coordinates and checks manager/layout/lifetime, routing, tunnel cache, tile-window policy and diff version. The measured tunnel cache had **2,248,043 hits and 48 misses**: nearly every point pays lookup/key predicates despite few builds. `GetDensityWithParams` performs further box/fingerprint/terrain-op/tile-policy guards. | A prepared immutable region program moves these decisions to region/brick admission. This can remove repeated checks and indirection; their individual nanoseconds were not measured. These are multiple **key comparisons**, not a dozen expensive cache misses. |
| Rooms, tunnel segments, passage checks and warped search boxes are queried inside field evaluation; the candidate counts above show repeated local traversal. | Spatially bin features with conservative warp/blend reach, then evaluate only the local list. A false-negative bin is a geometry bug; exact sign tests across stratum and passage boundaries are mandatory. |
| The generic composer/operator path can visit roughly twenty ops, including locally inert ones. **But the archived primary TunnelNetwork run uses the already fused evaluator**, which bypasses `EvalMC`'s per-op dispatch. | Compiling away generic op visits helps custom/composer and other nonfused recipes; it **cannot** be credited for the primary fused TunnelNetwork timing. That route still contains room/tunnel candidate work, routing and the common tail. |
| `GetDensityAt` follows the core with disturbance/structural/passage/landing-floor repairs, XY seal and diff application. The attribution lists structural-tail, density-post and passage-post *sampled nested* work, not wall shares. | A region program can pre-resolve which post passes can affect a brick and fuse their ordered math; the route/floor invariant must survive. Do not subtract the nested timings from 590.923 ms or assume the tail disappears entirely. |
| The code enters per-sample profiling scopes. The owner's latest stack sample attributes **4.9% to the profiling leaf**; the archived same-argument profiled/unprofiled control differed by only **0.63%**. | Disable profiling for acceptance timing and retain a diagnostic build. The 4.9% sample share is not a demonstrated 4.9% clean-build gain; sampling and instrumentation mode differ. |
### Ordered build plan for the orchestrator and coding agent
The steps below describe **future plugin experiments**. This research pass makes no `Source/` change and does not run Unreal. Use the same machine, fixed seeds/layouts, cold world caches, and 20 spawn/teleport trials per UE gate; report the **maximum** as well as median because 20 trials are too few for a meaningful p99. Preserve gameplay while replacing one pipeline stage at a time.
1. **Day-one falsification: stage the existing collision and upload clocks.** Add timestamps for collision request, RMC end-of-frame dequeue, `GThreadPool` worker start, geometry extraction end, `CookComplexMesh` start/end, game-thread `ApplyCollisionUpdate` start/end, physics-state ready and first successful capsule sweep. Keep existing generation, mesh and gameplay behavior while profiling. Test one ~4,000-triangle tile and the pawn's current 3³=27-tile support neighborhood, idle at the current 14 generation tasks, and with the generation cap reduced to 12. If the cook's queue wait dominates, test a dedicated priority cook dispatched directly after player-support mesh extraction; compare its core cook and install times with RMC's route. In parallel, prequeue a 341-tile render corpus and run caps 4/8/16 with the same 2 ms drain guard; record visible applies/s, game/render/RHI clocks and first-visible frame. **Pass the cook shortcut only if** core cook p95 ≤10 ms, the 27-tile player support is ready ≤150 ms after meshes exist under load, and an edit-time field override can switch floor/support within the first simulated/rendered frame with zero invented velocity in 100 repeated underfoot digs. If any edit test fails, implement field-aware Mover as the player authority; if the shortcut passes all tests, use prioritized cooks for steady terrain plus field queries while an edit's cook is pending. **Pass the ungrouped upload path only if** it sustains ≥525 visible applies/s at 60 Hz with game-thread drain ≤2 ms/frame and no render/RHI backlog. These are decision thresholds, not existing measurements.
2. **Standalone exact-float evaluator ablation.** Extract representative *real* TunnelNetwork and composer plans, including warped rooms, passages, stratum transitions, route floors and diff edits, into `Saved/Research` only. Keep the plugin's active evaluator and worlds untouched. Compare baseline point API to a prepared float region/brick API at the same lattice coordinates and op order. The reference is the chosen **new-world float definition**, not old-season geometry. **Pass:** zero 16-bit quantized-value disagreements and zero route/capsule regression across at least five seeds; ≤**600 ms** for the full 259³ cold ring on six workers before certificates. Record candidate visits, cache checks and worker CPU. Failure means local compilation did not remove enough work; investigate before rewriting numeric math.
3. **Add certificates, shared lattice and contouring.** Prove final-sign bounds after all writers and edits; classify 8³ bricks, evaluate uncertain ones, share global corners, and mesh them with today's marching-cubes table. Keep the old tile route as a versioned reference while the new route is validated. **Pass:** zero false-uniform bricks and zero sign mismatch at all 17,373,979 ring lattice sites for the test corpus, cold worker generation ≤**350 ms**, and max render-visible/full ring ≤**900 ms** in the later UE gate. If certification consumes more time than it saves, fall back to evaluating uncertain regions without that proof; do not repeat the archived 0.588→2.057 s interval-control mistake.
4. **Choose and implement player collision.** Use step 1 to select prioritized Chaos+edit overlay or field-aware Mover; keep ordinary collision with nonterrain actors and keep NPC/projectile field-query backup. Version floor/contact state by edit sequence. **Pass:** at every teleport the player can perform an actual blocked capsule movement on the intended terrain ≤**900 ms** after the request, 100 underfoot digs add **0** spurious velocity impulses, and 100 excavations with no cave below have **0** frames of false support or false air. The full visible ring must also meet the separate ≤1,000 ms hard deadline. A successful cook timing without the edit tests is insufficient.
5. **Decide render batching from measured throughput.** Keep per-tile RMC if it sustains ≥525 visible applies/s and the first-visible gate ≤900 ms. Otherwise group 2³ tiles per page while retaining tile-addressable sections and the same materials/LOD transition topology; rerun the same corpus and require ≥**99 page applies/s** for at most 64 pages in 0.65 s, ≤2 ms/frame game-thread drain and no render-thread tail past the 1 s deadline. If grouping causes whole-page reupload on small edits or still misses, use a dedicated batched render proxy. Compare first-visible time against the same ≤900 ms gate.
6. **Version the edit and GPU visual protocol.** Quantize float-produced lattice density with specified rounding/saturation; use fixed integer edit composition, stable per-cell triangle counts/prefix sums, global edge ownership and one edit sequence across touched pages/LODs. Keep CPU procedural generation, composer, route graph and ordered edit replication as the authority. Test AMD and NVIDIA output hashes against CPU reference; on a single machine, two full cold runs must yield the **same field/sign/mesh hash**. **Pass:** a radius-10 m crater (up to 714 bricks/64 tiles) appears throughout its region in the **first submitted render frame containing the edit**, no gap/ghost/ripple at borders or LOD seams, CPU/GPU sign disagreement **0**, and added GPU cost ≤**2 ms** within an 11.1 ms 90 Hz VR frame in 20 varied positions. If direct GPU remeshing exceeds that, test the complete-region raymarch overlay with the same visual and frame gates; do not publish a partial mesh.
7. **Long-range and multiplayer gate.** Provide LOD1 first at 16 cells per tile, refine later, reuse coincident lattice points and keep full 3D geometry for caves/overhangs/islands. Replay ordered edit transactions, including crater commands, on two supported CPU models and compare world-versioned hashes. **Pass:** first LOD1 preview ≤**3 s** after cold teleport, an 8 m/s five-minute run with **0** missing player support or visible near-ring gaps, equal hashes for two runs and both CPU models, and a successful late join after replay/checkpoint. If float parity fails on a supported CPU/compiler pair, lock an exact scalar FP path or then promote a full integer procedural ABI.
**Still unproved:** production float region-program throughput, brick-proof efficiency on the full composer, the actual RMC sustained apply rate, the Chaos queue-versus-compute split, whether CMC can support an edit-time field override, field-aware Mover query cost, and same-frame GPU/VR crater rendering. Each has an explicit gate above. The standalone integer result proves only that its synthetic 3D kernel can run quickly and match its own scalar reference on this Ryzen. Neither a source paper's scene timing nor a comment's estimated per-tile apply time closes these gaps.
## Earlier evidence and alternatives
**The consolidated choice above supersedes the round-two integer-first and unconditional grouping suggestions.** The useful core remains a spatially pruned 8³-brick evaluator, shared lattice, conservative certificates and transaction-wide crater visual. Keep the 25 cm lattice, volumetric operators, walkable route graph and seed/layout/edit replication. Recent work on pruning SDF construction trees directly supports region-local programs, but its speedups on other scenes are not VoxelForge measurements. [Lipschitz Pruning, Eurographics 2025](https://wbrbr.org/publications/LipschitzPruning/documents/LipschitzPruning_submitted_to_EG25.pdf), [Accelerating Signed Distance Functions, 2025](https://perso.liris.cnrs.fr/eric.galin/Articles/2025-lod.pdf), [OpenVDB paper](https://museth.org/Ken/Publications_files/Museth_TOG13.pdf).
**The one-second target is plausible but not proved.** The round-two six-worker AVX2 probe processed a *synthetic* 256³ composition in **80.3–107.5 ms** across three three-trial runs with exact scalar parity; 17.374 M unique ring points at that measured throughput extrapolate to **83.2–111.3 ms**, leaving roughly 0.89 s for classification, mesh extraction, upload and visibility. This is an arithmetic extrapolation across different data and cache patterns, not a measured UE ring. The scalar probe took **430.3–496.2 ms**, a **4.25–5.86×** paired speedup from explicit AVX2. The recommendation is conditional on a production-stack parity/timing experiment and a UE upload/VR edit spike. The arithmetic is decisive about what must change: **The one-second target is plausible but not proved.** The round-two six-worker AVX2 probe processed a *synthetic* 256³ composition in **80.3–107.5 ms** across three three-trial runs with exact scalar parity; 17.374 M unique ring points at that measured throughput extrapolate to **83.2–111.3 ms**, leaving roughly 0.89 s for classification, mesh extraction, upload and visibility. This is an arithmetic extrapolation across different data and cache patterns, not a measured UE ring. The scalar probe took **430.3–496.2 ms**, a **4.25–5.86×** paired speedup from explicit AVX2. The recommendation is conditional on a production-stack parity/timing experiment and a UE upload/VR edit spike. The arithmetic is decisive about what must change:
@@ -11,13 +52,13 @@
| Current tile requests | 512 × 35³ = **21,952,000** samples | At the supplied ~2 µs/sample this is 43.9 CPU-seconds before collision/upload. | | Current tile requests | 512 × 35³ = **21,952,000** samples | At the supplied ~2 µs/sample this is 43.9 CPU-seconds before collision/upload. |
| Shared lattice for 64 m cube plus halo | 259³ = **17,373,979** unique points | Sharing alone removes 20.9% of requests, nowhere near enough. | | Shared lattice for 64 m cube plus halo | 259³ = **17,373,979** unique points | Sharing alone removes 20.9% of requests, nowhere near enough. |
| Required density rate if generation gets 0.5 s on six cores | 17.374 M / 0.5 / 6 = **5.79 M samples/core/s**, or **173 ns/sample** | Current ~2 µs/sample needs about **11.6×** improvement even after sharing if every point is evaluated. This ignores meshing and upload. | | Required density rate if generation gets 0.5 s on six cores | 17.374 M / 0.5 / 6 = **5.79 M samples/core/s**, or **173 ns/sample** | Current ~2 µs/sample needs about **11.6×** improvement even after sharing if every point is evaluated. This ignores meshing and upload. |
| Current render apply cap | ~341 nonuniform tiles if one third are uniform; 4 applies/frame = 85.3 frames, **1.42 s at 60 Hz** | Even free workers cannot meet one second with one component per tile and the current apply cap. Batch approximately 64 groups of 2³ tiles, or use a single batched stream with independently editable sections. The actual game-thread time remains unmeasured. | | Current render apply cap | ~341 nonuniform tiles if one third are uniform; 4 applies/frame = 85.3 frames, **1.42 s at 60 Hz** if all were queued together | This is the **default configured cap**, not measured sustained throughput. Raise it and measure game/render/RHI time first; group only if the actual rate misses the deadline. |
| Current collision | Owner's 0.4–1.4 s submit-to-ready **per tile** | A per-tile cook cannot be on the critical path. Async cooking only moves CPU work; it does not make collision available before completion. [Epic BodySetup API](https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Engine/UBodySetup/CreatePhysicsMeshesAsync), [RMC documentation](https://github.com/TriAxis-Games/RealtimeMeshComponent/blob/master/Docs/index.md). | | Current collision | Owner's 0.4–1.4 s submit-to-ready **per tile** | This interval includes end-of-frame deferral, pool queueing, extraction, actual Chaos cook and game-thread installation; **the cook's own CPU duration is unknown**. Reserve capacity and instrument the stages before choosing field-only versus prioritized-cook hybrid. [Epic BodySetup API](https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Engine/UBodySetup/CreatePhysicsMeshesAsync), [RMC source](https://github.com/TriAxis-Games/RealtimeMeshComponent). |
| Running at 8 m/s ([local design brief](Docs/archive/DESIGN-SOL-2026-09-15.md)) | One 8 m tile crossing/s brings one 8×8 face = **64 new tiles/s**; 64 × 35³ = **2.744 M requests/s** | At current ~2 µs/request, that is ~5.49 CPU-seconds/s, or ~0.915 s on six ideal workers before upload/collision. A shared 32-cell slab is 259² × 32 = 2.147 M new points, still ~0.716 s on six ideal workers. Field collision on demand is also the safety net for unexpected movement or stalls. | | Running at 8 m/s ([local design brief](Docs/archive/DESIGN-SOL-2026-09-15.md)) | One 8 m tile crossing/s brings one 8×8 face = **64 new tiles/s**; 64 × 35³ = **2.744 M requests/s** | At current ~2 µs/request, that is ~5.49 CPU-seconds/s, or ~0.915 s on six ideal workers before upload/collision. A shared 32-cell slab is 259² × 32 = 2.147 M new points, still ~0.716 s on six ideal workers. Field collision on demand is also the safety net for unexpected movement or stalls. |
**Measured standalone feasibility probe on this machine:** A synthetic 256³ 3D field with 48 integer sphere features and three octaves of integer lattice noise took **471–481 ms** for 16,777,216 samples using six threads. Conservatively classifying 32,768 8³ bricks took **15.46 ms**; evaluating only the 7,563 uncertain bricks then took **106–130 ms**, with **zero sign mismatches** against the full evaluation over all 16,777,216 points. An eight-thread repeat took 349–367 ms full or 86–110 ms classified plus 15.59 ms classification. This is a *kernel probe*, not VoxelForge or a measured 512-tile load. Its primitive list and noise are far simpler than the current composer stacks. It shows that the required rate is physically credible on this CPU when work is converted to bounded integer kernels; it does **not** establish that the full game, render upload, or Chaos field integration finishes in one second. Benchmark details and limitations are below. **Measured standalone feasibility probe on this machine:** A synthetic 256³ 3D field with 48 integer sphere features and three octaves of integer lattice noise took **471–481 ms** for 16,777,216 samples using six threads. Conservatively classifying 32,768 8³ bricks took **15.46 ms**; evaluating only the 7,563 uncertain bricks then took **106–130 ms**, with **zero sign mismatches** against the full evaluation over all 16,777,216 points. An eight-thread repeat took 349–367 ms full or 86–110 ms classified plus 15.59 ms classification. This is a *kernel probe*, not VoxelForge or a measured 512-tile load. Its primitive list and noise are far simpler than the current composer stacks. It shows that the required rate is physically credible on this CPU when work is converted to bounded integer kernels; it does **not** establish that the full game, render upload, or Chaos field integration finishes in one second. Benchmark details and limitations are below.
**Build cost:** revise to roughly **6–12 engineer-months for a production replacement** (planning estimate, not a measured rate), because the numeric ABI, custom player movement queries, batched rendering, and transaction-wide crater visual layer are separate major systems. The first falsifiable experiments are smaller. No evidence here proves the UE render path can present a cold 64 m cube in under 1 s or a radius-10 m crater in the same VR frame. If those experiments fail, the owner must accept a reduced near ring, a delayed exact crater visual, or a more radical GPU render path; none can be silently assumed away. No evidence here proves that UE can present a cold 64 m cube in under 1 s or a radius-10 m crater in the same VR frame. The ordered gates above decide those questions. If they fail, change the render/collision implementation or explicitly revise the target; do not silently infer success from a synthetic density benchmark.
## Local evidence and what it means ## Local evidence and what it means
@@ -53,7 +94,7 @@ The probe lacks passages, smooth Boolean operators, strata boundaries, edits, me
| Architecture | Representation and pipeline | Main advantage | Main cost/risk | Verdict | | Architecture | Representation and pipeline | Main advantage | Main cost/risk | Verdict |
|---|---|---|---|---| |---|---|---|---|---|
| **A. Sparse compiled bricks + batched CPU contouring + direct player field collision** | Seed/layout compile to a stable feature plan. Bin each primitive to touched bricks. Each 8³ brick stores a final-sign certificate (solid/air/uncertain), compact density band and edit version. Mesh uncertain bricks with marching cubes; group tiles for upload. Give the player field-aware movement. GPU edit transactions cover crater-scale changes. | Eliminates most repeated feature traversal, supports edits and 3D topology, removes cook from player readiness. | Conservative certificates may fail on complex stacks; player movement and same-frame crater rendering still need UE/VR proof. | **Recommended experiment.** | | **A. Sparse compiled float bricks + CPU contouring + field-aware player edits** | Seed/layout compile to a stable feature plan. Bin primitives to touched bricks. Each 8³ brick stores a final-sign certificate, quantized density cache and edit version. Mesh uncertain bricks with marching cubes; measure per-tile RMC upload before grouping. Use field queries for immediate player edits; test prioritized cook for steady collision. GPU edit transactions cover crater-scale changes. | Eliminates repeated feature traversal, supports edits and 3D topology, and avoids waiting on all ring cooks for player readiness. | Conservative certificates, movement integration and same-frame crater rendering still need UE/VR proof. | **Recommended staged experiment.** |
| **B. Analytic CSG/BVH + raymarch render and collision** | Keep a spatially indexed graph of implicit primitives and bounded noise, no resident sampled terrain except caches. GPU raymarches image-space rays through an acceleration structure; CPU queries analytic field for physics. Edits add CSG nodes. | Very long view and same-frame edits can avoid remeshing entirely. | Full-screen/stereo ray cost, non-SDF operators break safe sphere tracing, shadows/materials/UE integration; many edits enlarge BVH and query cost. It changes visual appearance. | Radical alternative if meshing/upload still dominate after A. | | **B. Analytic CSG/BVH + raymarch render and collision** | Keep a spatially indexed graph of implicit primitives and bounded noise, no resident sampled terrain except caches. GPU raymarches image-space rays through an acceleration structure; CPU queries analytic field for physics. Edits add CSG nodes. | Very long view and same-frame edits can avoid remeshing entirely. | Full-screen/stereo ray cost, non-SDF operators break safe sphere tracing, shadows/materials/UE integration; many edits enlarge BVH and query cost. It changes visual appearance. | Radical alternative if meshing/upload still dominate after A. |
| **C. Integer GPU brick generation + compute meshing** | CPU generates canonical integer plan/brick list; compute shader evaluates fixed-point density and emits deterministic mesh indices by prefix-sum, while CPU uses the same integer evaluator for authoritative player collision. | Could offload 17–22 M sample and contour work without collision readback; GPU Gems 3 demonstrates fully 3D GPU generation rather than a heightfield. | Cross-vendor integer ABI, duplicate CPU/GPU evaluators, VR frame contention, runtime mesh integration. | Research branch only until exact AMD/NVIDIA and CPU/GPU hash parity is demonstrated. | | **C. Integer GPU brick generation + compute meshing** | CPU generates canonical integer plan/brick list; compute shader evaluates fixed-point density and emits deterministic mesh indices by prefix-sum, while CPU uses the same integer evaluator for authoritative player collision. | Could offload 17–22 M sample and contour work without collision readback; GPU Gems 3 demonstrates fully 3D GPU generation rather than a heightfield. | Cross-vendor integer ABI, duplicate CPU/GPU evaluators, VR frame contention, runtime mesh integration. | Research branch only until exact AMD/NVIDIA and CPU/GPU hash parity is demonstrated. |
@@ -61,13 +102,13 @@ Architecture A should treat the **plan as the source of truth** and bricks as di
Retain marching cubes initially: in the local measured export, evaluation dominates, so changing the mesher first has little expected payoff. A later surface-nets or dual-contouring trial may reduce vertex/triangle output or preserve sharp authored features, but QEF placement, topology and transitions add complexity; benchmark the *whole upload path* before changing. Dual contouring's paper addresses Hermite samples and adaptive octrees; Transvoxel has explicit transition cells for adjacent marching-cubes LODs. The current skirts can visually hide cracks but are not a geometric continuity proof. [Dual contouring paper](https://people.eecs.berkeley.edu/~jrs/meshpapers/JuLosassoSchaeferWarren.pdf), [Transvoxel author](https://transvoxel.org/), [surface nets paper](https://www.sciweavers.org/publications/constrained-elastic-surface-nets-generating-smooth-surfaces-binary-segmented-data). Retain marching cubes initially: in the local measured export, evaluation dominates, so changing the mesher first has little expected payoff. A later surface-nets or dual-contouring trial may reduce vertex/triangle output or preserve sharp authored features, but QEF placement, topology and transitions add complexity; benchmark the *whole upload path* before changing. Dual contouring's paper addresses Hermite samples and adaptive octrees; Transvoxel has explicit transition cells for adjacent marching-cubes LODs. The current skirts can visually hide cracks but are not a geometric continuity proof. [Dual contouring paper](https://people.eecs.berkeley.edu/~jrs/meshpapers/JuLosassoSchaeferWarren.pdf), [Transvoxel author](https://transvoxel.org/), [surface nets paper](https://www.sciweavers.org/publications/constrained-elastic-surface-nets-generating-smooth-surfaces-binary-segmented-data).
For A's collision, store an immutable field snapshot and expose a broad-phase AABB per resident spatial page, then implement exact local ray/shape queries against its canonical lattice or a small on-demand triangle patch. For player movement, use a purpose-built capsule sweep against the field and make support state an explicit function of the new snapshot. For arbitrary Chaos rigid bodies, test a custom `FImplicitObject`/geometry-query adapter; UE 5.7's installed `Chaos/ImplicitObject.h` exposes virtual `PhiWithNormal` and `Raycast`, but that does **not** prove the complete broad-phase, GJK/contact, CharacterMovement, navmesh or replication integration. A conservative collision box cannot stand in for a cave: it would block playable air. A signed density is not necessarily a distance bound, so ordinary sphere tracing may step through a thin wall; use interval subdivision/voxel traversal or a certified Lipschitz bound. [Chaos API](https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Chaos), [Hart sphere tracing](https://experts.illinois.edu/en/publications/sphere-tracing-a-geometric-method-for-the-antialiased-ray-tracing/). For A's collision, store an immutable field snapshot and expose a broad-phase AABB per resident spatial page. Its exact local ray/shape queries must use the canonical quantized lattice or a triangle patch made from it. The provisional player route is a purpose-built field-aware capsule sweep whose support state belongs to the current edit epoch; the staged cook and CMC override experiment in the consolidated plan may justify retaining prioritized cooked collision for steady terrain. For arbitrary Chaos rigid bodies, test a custom `FImplicitObject`/geometry-query adapter only if field-query fallback is insufficient; UE 5.7's installed `Chaos/ImplicitObject.h` exposes virtual `PhiWithNormal` and `Raycast`, but that does **not** prove the complete broad-phase, GJK/contact, CharacterMovement, navmesh or replication integration. A conservative collision box cannot stand in for a cave: it would block playable air. A signed density is not necessarily a distance bound, so ordinary sphere tracing may step through a thin wall; use interval subdivision/voxel traversal or a certified Lipschitz bound. [Chaos API](https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Chaos), [Hart sphere tracing](https://experts.illinois.edu/en/publications/sphere-tracing-a-geometric-method-for-the-antialiased-ray-tracing/).
## Determinism contract ## Determinism contract
**A:** Define a versioned numeric ABI: integer world coordinates; fixed-point density with specified scale, rounding, saturation, signed division and overflow; hash-keyed integer lattice noise; explicit polynomial or lookup approximations where needed; fixed op order by stable feature ID; fixed interpolation and tie-breaking at density zero; fixed material selection. Use 64-bit intermediates where 32-bit products could overflow. Brick jobs can run in any order because each writes a disjoint key and canonical shared samples have a single owner. SIMD integer lanes must produce bit-for-bit the same values as the scalar reference; run full-world and edit hashes on distinct x64 CPU models before release. An AVX2 path may accelerate independent lanes, but never change reduction order. FastNoise2 shows the potential of fused SIMD noise graphs, yet its published throughput is for its own noises and does not establish VoxelForge speed or bit parity. [FastNoise2 code and benchmarks](https://github.com/Auburn/FastNoise2), [MSVC floating-point rules](https://learn.microsoft.com/en-us/cpp/build/reference/fp-specify-floating-point-behavior?view=msvc-170). **A:** Preserve the current precise-float CPU operator math and deterministic feature order as the first implementation. Pin build flags and CPU feature path, retain the scalar/SSE parity checks, and run full ring/edited-world hashes on every supported CPU/compiler pair. Define a versioned *lattice* ABI: integer world coordinates, float-to-int16 rounding/clamping, sign at zero, fixed interpolation/ties, ordered integer edit composition and material choice. Brick jobs may finish in any order because each writes a disjoint key and shared corners have one owner. The GPU consumes the quantized cache; it need not reproduce float Perlin for edit visuals. A full fixed-point procedural generator and AVX2 path remain conditional experiments. FastNoise2's own FAQ warns that automatically selected floating SIMD levels can differ across machines, so do not import that mode as world authority without locked semantics and hash tests. [FastNoise2 FAQ](https://github.com/Auburn/FastNoise2/wiki/FAQ), [MSVC floating-point rules](https://learn.microsoft.com/en-us/cpp/build/reference/fp-specify-floating-point-behavior?view=msvc-170).
**B:** Analytic shape transforms and BVH construction must use that same fixed-point ABI and stable sort; GPU raymarch output is visual only unless its field math passes bitwise parity. Floating-point `sin`, `sqrt`, FMA and different compiler choices can move zero crossings or BVH decisions. `/fp:precise` helps source ordering but is not a cross-build magic guarantee; the MSVC CRT selects different transcendental algorithms by CPU FMA3 support. Keep the authority in integer CPU code. [MSVC `/fp`](https://learn.microsoft.com/en-us/cpp/build/reference/fp-specify-floating-point-behavior?view=msvc-170), [CRT FMA3 selection](https://learn.microsoft.com/en-us/cpp/c-runtime-library/reference/get-fma3-enable-set-fma3-enable?view=msvc-170). **B:** Analytic shape transforms and BVH construction need a stable sort and the same versioned CPU float/lattice contract. A GPU raymarch can remain a visual cache if it consumes canonical quantized samples or if its independently evaluated field passes CPU/GPU parity; arbitrary GPU float `sin`, `sqrt` and FMA cannot be assumed to match. `/fp:precise` helps source ordering but is not a cross-build magic guarantee, and CRT transcendental implementations can vary. The existing `DetSinCos` avoids one such dependency. [MSVC `/fp`](https://learn.microsoft.com/en-us/cpp/build/reference/fp-specify-floating-point-behavior?view=msvc-170), [CRT FMA3 selection](https://learn.microsoft.com/en-us/cpp/c-runtime-library/reference/get-fma3-enable-set-fma3-enable?view=msvc-170).
**C:** Floating-point GPU density is ruled out for world decisions: Vulkan itself is not pixel exact, and available shader float controls have capability/operation limits. An integer GPU path is *potentially* deterministic only after restricting operations to defined 32-bit integer add/XOR/shift/multiply, explicitly emulating wider arithmetic if needed, forbidding unordered atomics for output order, using deterministic prefix sums, and hashing complete density/sign/mesh buffers on AMD, NVIDIA and CPU after every shader/compiler/driver class change. Until those parity tests pass, never make the GPU result authoritative for collision or replicated world state. [Vulkan invariance](https://docs.vulkan.org/spec/latest/appendices/invariance.html), [float controls proposal](https://github.com/KhronosGroup/Vulkan-Docs/blob/main/proposals/VK_KHR_shader_float_controls2.adoc). GPU Gems 3 demonstrates speed opportunities for 3D terrain, but its floating-point GPU pipeline is no determinism proof. [GPU Gems 3](https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-1-generating-complex-procedural-terrains-using-gpu). **C:** Floating-point GPU density is ruled out for world decisions: Vulkan itself is not pixel exact, and available shader float controls have capability/operation limits. An integer GPU path is *potentially* deterministic only after restricting operations to defined 32-bit integer add/XOR/shift/multiply, explicitly emulating wider arithmetic if needed, forbidding unordered atomics for output order, using deterministic prefix sums, and hashing complete density/sign/mesh buffers on AMD, NVIDIA and CPU after every shader/compiler/driver class change. Until those parity tests pass, never make the GPU result authoritative for collision or replicated world state. [Vulkan invariance](https://docs.vulkan.org/spec/latest/appendices/invariance.html), [float controls proposal](https://github.com/KhronosGroup/Vulkan-Docs/blob/main/proposals/VK_KHR_shader_float_controls2.adoc). GPU Gems 3 demonstrates speed opportunities for 3D terrain, but its floating-point GPU pipeline is no determinism proof. [GPU Gems 3](https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-1-generating-complex-procedural-terrains-using-gpu).
@@ -77,7 +118,7 @@ For A's collision, store an immutable field snapshot and expose a broad-phase AA
**Walk guarantee.** Keep the composer-generated entrance/exit route as an explicit graph of swept, capsule-clear walking corridors and landing floors. Apply that route as a late, protected operator whose minimum clearance and maximum slope have margins below the player capsule's mechanical limit; validate the final sampled collision representation with capsule sweeps. Decorative ops cannot narrow the protected clearance. For edits, protect a minimal support/clearance tube along one certified route; clip a crater's destructive part where it would remove the last walkable support or add an automatically generated bypass as part of the same transaction. A crater may therefore leave a thin protected bridge. This is a concrete rule that preserves the guarantee; the design of its visible cue is a gameplay/content task. The current route tests do not establish post-edit traversal, so verify it after each affected edit graph change. **Walk guarantee.** Keep the composer-generated entrance/exit route as an explicit graph of swept, capsule-clear walking corridors and landing floors. Apply that route as a late, protected operator whose minimum clearance and maximum slope have margins below the player capsule's mechanical limit; validate the final sampled collision representation with capsule sweeps. Decorative ops cannot narrow the protected clearance. For edits, protect a minimal support/clearance tube along one certified route; clip a crater's destructive part where it would remove the last walkable support or add an automatically generated bypass as part of the same transaction. A crater may therefore leave a thin protected bridge. This is a concrete rule that preserves the guarantee; the design of its visible cue is a gameplay/content task. The current route tests do not establish post-edit traversal, so verify it after each affected edit graph change.
**Clean digging.** Treat one edit as a transaction: allocate a monotonically numbered edit ID, compute every affected brick and one-cell halo from a single immutable pre-edit snapshot, and publish one canonical field/edit epoch before player movement in that frame. Border vertices use global lattice coordinates and a single owner, with identical edit IDs on both sides. The player queries the new field immediately; optional cooked bodies are never authoritative for the player and an obsolete cook cannot restore stale support. Character velocity is carried across an edit from actual displacement/input only; recompute grounded state without an invented downward impulse. A 1 m-radius interactive brush touches at most eight 2 m bricks at a grid corner before halo expansion. The render path switches the complete affected region in one frame using the GPU transaction described below, never a sequence of independent RMC tile updates. **This does not yet prove same-frame edits**: the UE/VR test must measure the whole transaction including GPU completion, stencil/depth, shadowing and stereo. Network edits carry server order and ID; prediction displays the same transaction locally and reconciles on authoritative order. **Clean digging.** Treat one edit as a transaction: allocate a monotonically numbered edit ID, compute every affected brick and one-cell halo from a single immutable pre-edit snapshot, and publish one canonical field/edit epoch before player movement in that frame. Border vertices use global lattice coordinates and a single owner, with identical edit IDs on both sides. The player queries the new quantized field immediately; a cooked body may serve steady terrain only while its edit epoch matches, and an obsolete cook cannot restore stale support. Character velocity is carried across an edit from actual displacement/input only; recompute grounded state without an invented downward impulse. A 1 m-radius interactive brush touches at most eight 2 m bricks at a grid corner before halo expansion. The render path switches the complete affected region in one frame using the GPU transaction described below, never a sequence of independent RMC tile updates. **This does not yet prove same-frame edits**: the UE/VR test must measure the whole transaction including GPU completion, stencil/depth, shadowing and stereo. Network edits carry server order and ID; prediction displays the same transaction locally and reconciles on authoritative order.
**Streaming and long view.** Keep a 3D clipmap but make LOD1 available first at 16 cells per tile: 19³/35³ = **0.160** of today's per-tile sample requests, an arithmetic count, not a measured 6.25× wall speedup. Applying that ratio to the supplied 16.5 M LOD1 requests yields **2.64 M requests**; at the old ~2 µs/request this is **5.28 CPU-seconds**, or **0.88 s on six ideally scaled cores**, before upload. This arithmetic makes “a few seconds” credible for the preview even without the new brick speed, but it is no end-to-end guarantee. Refine to 32 cells later. Reuse lattice coordinates when coarse samples coincide with resident fine samples; outside the fine cube, evaluate coarse bricks independently. A far shell should be surface-aware and perhaps use a much lower-resolution 3D contour plus impostor for sealed distant strata; preserve visible caves/islands rather than flattening to terrain height. Use Transvoxel or a tested equivalent when meshes at unequal LOD meet. Prioritize spawn/teleport center, movement direction, falling support and edits; apply back-pressure to far work. UE Tasks priorities affect scheduling but do not preempt a running expensive tile; divide work into cancellable bricks. [UE Tasks documentation](https://dev.epicgames.com/documentation/unreal-engine/tasks-systems-in-unreal-engine), [Transvoxel](https://transvoxel.org/). **Streaming and long view.** Keep a 3D clipmap but make LOD1 available first at 16 cells per tile: 19³/35³ = **0.160** of today's per-tile sample requests, an arithmetic count, not a measured 6.25× wall speedup. Applying that ratio to the supplied 16.5 M LOD1 requests yields **2.64 M requests**; at the old ~2 µs/request this is **5.28 CPU-seconds**, or **0.88 s on six ideally scaled cores**, before upload. This arithmetic makes “a few seconds” credible for the preview even without the new brick speed, but it is no end-to-end guarantee. Refine to 32 cells later. Reuse lattice coordinates when coarse samples coincide with resident fine samples; outside the fine cube, evaluate coarse bricks independently. A far shell should be surface-aware and perhaps use a much lower-resolution 3D contour plus impostor for sealed distant strata; preserve visible caves/islands rather than flattening to terrain height. Use Transvoxel or a tested equivalent when meshes at unequal LOD meet. Prioritize spawn/teleport center, movement direction, falling support and edits; apply back-pressure to far work. UE Tasks priorities affect scheduling but do not preempt a running expensive tile; divide work into cancellable bricks. [UE Tasks documentation](https://dev.epicgames.com/documentation/unreal-engine/tasks-systems-in-unreal-engine), [Transvoxel](https://transvoxel.org/).
@@ -85,7 +126,7 @@ For A's collision, store an immutable field snapshot and expose a broad-phase AA
## Unreal rendering and Nanite ## Unreal rendering and Nanite
Keep RMC for the first experiment, but reduce component count by grouping spatial pages and separating render pages from collision. Replacing it with ProceduralMeshComponent only changes the wrapper around the same asynchronous cook; Epic documents `bUseAsyncCooking`, not a latency guarantee. `UDynamicMeshComponent` has useful edit representation but Epic lists no Nanite/LOD support and warns about render/memory efficiency. RMC's current upstream documentation claims runtime Nanite, and the locally installed RMC 5.4 source contains a runtime Nanite module and provider checks. **Revisit Nanite as an isolated *far/mostly static render* benchmark**, including PC VR stereo, page-build time, edit rebuild time and fallback mesh cost. It does not solve density evaluation or Chaos collision, and the first one-second ring should not wait for Nanite conversion. Nanite collision uses a fallback mesh, not Nanite triangles. [PMC API](https://dev.epicgames.com/documentation/unreal-engine/API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent), [Epic dynamic-mesh guide](https://dev.epicgames.com/documentation/unreal-engine/geometry-scripting-users-guide-in-unreal-engine), [RMC docs](https://github.com/TriAxis-Games/RealtimeMeshComponent/blob/master/Docs/index.md), [Epic Nanite fallback details](https://dev.epicgames.com/documentation/unreal-engine/nanite-technical-details). Keep RMC for the first experiment and measure its per-tile sustained apply rate with a raised frame cap. Group spatial pages and separate render pages from collision only if the measured game/render/RHI path misses the consolidated throughput gate. Replacing RMC with ProceduralMeshComponent only changes the wrapper around the same asynchronous cook; Epic documents `bUseAsyncCooking`, not a latency guarantee. `UDynamicMeshComponent` has useful edit representation but Epic lists no Nanite/LOD support and warns about render/memory efficiency. RMC's current upstream documentation claims runtime Nanite, and the locally installed RMC 5.4 source contains a runtime Nanite module and provider checks. **Revisit Nanite as an isolated *far/mostly static render* benchmark**, including PC VR stereo, page-build time, edit rebuild time and fallback mesh cost. It does not solve density evaluation or Chaos collision, and the first one-second ring should not wait for Nanite conversion. Nanite collision uses a fallback mesh, not Nanite triangles. [PMC API](https://dev.epicgames.com/documentation/unreal-engine/API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent), [Epic dynamic-mesh guide](https://dev.epicgames.com/documentation/unreal-engine/geometry-scripting-users-guide-in-unreal-engine), [RMC docs](https://github.com/TriAxis-Games/RealtimeMeshComponent/blob/master/Docs/index.md), [Epic Nanite fallback details](https://dev.epicgames.com/documentation/unreal-engine/nanite-technical-details).
## Round two: wider search and revised engineering test ## Round two: wider search and revised engineering test
@@ -112,7 +153,7 @@ MSVC compiled successfully; the installed setup script emitted a missing-`vswher
| Copy entire 256³ 16-bit field | 1.623; 1.422; 1.394 ms | An intentionally wasteful 32 MiB copy; local brick copy-on-write would copy much less. | | Copy entire 256³ 16-bit field | 1.623; 1.422; 1.394 ms | An intentionally wasteful 32 MiB copy; local brick copy-on-write would copy much less. |
| Touched 8³ bricks / changed lattice sites | 714 / 94,843 | Exact for the synthetic sphere at a brick/tile boundary; geometry and edit content affect changed count. | | Touched 8³ bricks / changed lattice sites | 714 / 94,843 | Exact for the synthetic sphere at a brick/tile boundary; geometry and edit content affect changed count. |
**Inference, not measured production latency:** 17,373,979 ring points divided by the observed AVX2 throughput give **83.2–111.3 ms** for this operator mix. Even the slowest scalar trial extrapolates to ~514 ms; a 0.5 s worker budget is close without AVX2 and leaves no room for a more expensive real composer. The scattered-query result implies ~**635 queries in 0.2 ms** at this synthetic rate, versus **100** at the supplied current ~2 µs/sample. A real player capsule sweep must be bounded and separately timed; this arithmetic does not establish a 0.2 ms sweep. SIMD is one possible factor in the required ~12× reduction, not the entire answer. Probe limitations: the plugin uses float Perlin today, its ridged noise has feedback/squaring absent from this simplified ridge, several operator classes and dynamic world-composer decisions are absent, the program computes all points without brick classification, the six worker threads contend with no UE tasks, and no mesher/upload/collision/VR frame is timed. The fixed-point replacement will visibly alter worlds unless the project accepts a versioned new season or derives a compatible canonical approximation. Avoid claiming the synthetic 5× is a drop-in speedup. [FastNoise2's fused SIMD graph and published 261.1 M 3D Perlin points/s on a different Intel CPU](https://github.com/Auburn/FastNoise2), [FastNoise2 exact-reproducibility FAQ](https://github.com/Auburn/FastNoise2/wiki/FAQ). **Inference, not measured production latency:** 17,373,979 ring points divided by the observed AVX2 throughput give **83.2–111.3 ms** for this operator mix. Even the slowest scalar trial extrapolates to ~514 ms; a 0.5 s worker budget is close without AVX2 and leaves no room for a more expensive real composer. The scattered-query result implies ~**635 queries in 0.2 ms** at this synthetic rate, versus **100** at the supplied current ~2 µs/sample. A real player capsule sweep must be bounded and separately timed; this arithmetic does not establish a 0.2 ms sweep. SIMD is one possible factor in the required ~12× reduction, not the entire answer. Probe limitations: the plugin uses float Perlin today, its ridged noise has feedback/squaring absent from this simplified ridge, several operator classes and dynamic world-composer decisions are absent, the program computes all points without brick classification, the six worker threads contend with no UE tasks, and no mesher/upload/collision/VR frame is timed. A full fixed-point replacement would visibly alter worlds, which the owner now permits through a new world version, but its production speed benefit has not been established. Avoid claiming the synthetic 5× is a drop-in speedup. [FastNoise2's fused SIMD graph and published 261.1 M 3D Perlin points/s on a different Intel CPU](https://github.com/Auburn/FastNoise2), [FastNoise2 exact-reproducibility FAQ](https://github.com/Auburn/FastNoise2/wiki/FAQ).
### New evidence that changes the architecture ### New evidence that changes the architecture
@@ -125,7 +166,7 @@ MSVC compiled successfully; the installed setup script emitted a missing-`vswher
| JCGT 2019 reports **15–20%** faster 3D cellular noise traversal than standard Worley on its benchmark (for 16 M queries, one table row falls from 13.69 s to 11.15 s). | Relevant only to the plugin's cellular roughness branch, not its dominant gradient-Perlin calls; do not multiply this into a ring-wide speedup. [JCGT paper](https://jcgt.org/published/0008/01/02/). | | JCGT 2019 reports **15–20%** faster 3D cellular noise traversal than standard Worley on its benchmark (for 16 M queries, one table row falls from 13.69 s to 11.15 s). | Relevant only to the plugin's cellular roughness branch, not its dominant gradient-Perlin calls; do not multiply this into a ring-wide speedup. [JCGT paper](https://jcgt.org/published/0008/01/02/). |
| Voxel Plugin 2's own change log claims up to **2×** world generation from skipping cells far from surface, plus up to **40%** VRAM reduction in an experimental Nanite path. Its docs separate collision and render invokers. | Confirms that surface sparsity and collision/render separation are practical in UE, but vendor numbers are not a transferable end-to-end 12×. [Voxel Plugin 2 change log](https://docs.voxelplugin.com/resources/change-log/2.0p8-changelog), [collision design](https://docs.voxelplugin.com/2.0p8%20-%20v2/design-docs/collision-mesh-navmesh). | | Voxel Plugin 2's own change log claims up to **2×** world generation from skipping cells far from surface, plus up to **40%** VRAM reduction in an experimental Nanite path. Its docs separate collision and render invokers. | Confirms that surface sparsity and collision/render separation are practical in UE, but vendor numbers are not a transferable end-to-end 12×. [Voxel Plugin 2 change log](https://docs.voxelplugin.com/resources/change-log/2.0p8-changelog), [collision design](https://docs.voxelplugin.com/2.0p8%20-%20v2/design-docs/collision-mesh-navmesh). |
| FastNoise2 reports **261.1 M** AVX2 3D Perlin points/s on an Intel 7820X; its FAQ says floating SIMD levels can differ and advises strict FP plus a locked SIMD level for exact output. | Fuse whole op graph in registers; do not import float FastNoise2 with automatic SIMD dispatch as the canonical multiplayer field. Our fixed integer benchmark shows a path to parity on one CPU; cross-machine parity still needs testing. [Library and benchmark](https://github.com/Auburn/FastNoise2), [FAQ](https://github.com/Auburn/FastNoise2/wiki/FAQ). | | FastNoise2 reports **261.1 M** AVX2 3D Perlin points/s on an Intel 7820X; its FAQ says floating SIMD levels can differ and advises strict FP plus a locked SIMD level for exact output. | Fuse whole op graph in registers; do not import float FastNoise2 with automatic SIMD dispatch as the canonical multiplayer field. Our fixed integer benchmark shows a path to parity on one CPU; cross-machine parity still needs testing. [Library and benchmark](https://github.com/Auburn/FastNoise2), [FAQ](https://github.com/Auburn/FastNoise2/wiki/FAQ). |
| Epic's UE 5.7 Mover comparison says movement can use a root scene component without a collision primitive and custom movement modes; local UE 5.7 `CharacterMovementComponent.cpp` still makes floor and move sweeps through the engine collision scene. | **Player collision should be a custom field-aware movement mode/adapter**, most plausibly Mover, while preserving sweep checks against non-terrain actors. Simply leaving the old CMC capsule on an uncooked mesh does not fulfill “collidable.” Mover is a migration risk and must be tested under network prediction. [Epic Mover comparison](https://dev.epicgames.com/documentation/unreal-engine/comparing-mover-and-character-movement-component-in-unreal-engine). | | Epic's UE 5.7 Mover comparison says movement can use a root scene component without a collision primitive and custom movement modes; local UE 5.7 `CharacterMovementComponent.cpp` still makes floor and move sweeps through the engine collision scene. | Mover is the provisional field-aware movement route, preserving sweeps against nonterrain actors. A prioritized cook plus an edit-time CMC field override may be less invasive if the staged-cook and underfoot edit gates both pass. Simply leaving the old CMC capsule on an uncooked mesh does not fulfill “collidable.” Mover remains a migration risk under network prediction. [Epic Mover comparison](https://dev.epicgames.com/documentation/unreal-engine/comparing-mover-and-character-movement-component-in-unreal-engine). |
| Epic's RDG documentation supports compute passes, dependency barriers and async compute but notes platform fallback to the graphics pipe. | A GPU edit mesher can be integrated with a render-graph transaction, but “async” does **not** establish same-frame latency or free VR time. [Epic RDG guide](https://dev.epicgames.com/documentation/unreal-engine/render-dependency-graph-in-unreal-engine). | | Epic's RDG documentation supports compute passes, dependency barriers and async compute but notes platform fallback to the graphics pipe. | A GPU edit mesher can be integrated with a render-graph transaction, but “async” does **not** establish same-frame latency or free VR time. [Epic RDG guide](https://dev.epicgames.com/documentation/unreal-engine/render-dependency-graph-in-unreal-engine). |
### Crater spell: one transaction, up to 64 tiles ### Crater spell: one transaction, up to 64 tiles
@@ -158,18 +199,15 @@ Specifically ruled out as a **complete** answer: greedy block meshing (different
### Revised gates and migration sequence ### Revised gates and migration sequence
1. **Freeze the numeric ABI and world-version rule.** A new integer kernel changes the existing float-generated world's terrain. Treat it as a new season/build version, or demonstrate exact backwards parity (unlikely); keep older season serialization explicit. Specify signed division, saturation, noise hash, fade table, zero tie, interpolation, material ID and stable op ordering. Run scalar/AVX2 hashes across different CPU models and CPU/GPU hashes across AMD/NVIDIA before enabling any GPU canonical path. Integer intrinsics are promising precisely because bitwise multiplication/shift can be matched, but the round-two parity test covers only one CPU. The consolidated seven-step plan above supersedes this round-two sequence. Its decisive change is to **measure the existing collision and RMC apply stages first**, then benchmark a prepared *float* region evaluator against the actual composer before choosing a full integer procedural ABI, Mover or render grouping. Keep the composer/content schema, route graph, multiplayer edit log and old tile evaluator as an oracle while migrating. The final numeric ABI still specifies quantization scale, rounding/saturation, zero tie, interpolation, material ID and stable op ordering; scalar/SSE parity and two-CPU hashes are release gates. A cross-vendor GPU hash is required for integer edit and mesh decisions, but the GPU does not need to reproduce float procedural noise. The round-two standalone probe remains a lower-complexity feasibility bound, not the acceptance test for production latency.
2. **First cheap kill test (standalone, before UE):** extract two real seeded composer plans including warped rooms, passages, strata boundaries and edits, record original density/sign/route references, compile regional operator programs, and benchmark a cold 259³ ring with six workers. Record classifying cost, uncertain-brick fraction, branch count, worker wall, memory, and exact sign parity at all lattice points. A plausible initial gate is **≤0.35 s worker wall** for the production plan, reserving ≥0.65 s for mesh/upload/scene work; this is a budget decision, not a measured UE limit. If value compatibility with old seasons is required, benchmark that exact math separately. The existing round-two probe establishes only a lower-complexity feasibility bound.
3. **UE/VR gate when implementation is authorized:** measure render-thread upload and first visible frame for a cold 512-tile cube, plus Mover/field capsule sweeps under repeated underfoot edits. Implement one radius-10 m transaction with GPU direct mesh or exact local overlay and measure the *same frame* in PC and Quest 3 stereo, with screen captures at tile borders, occlusion and shadows. Fail the architecture if p99 edit frame exceeds the VR budget or any tile shows a different edit sequence. No standalone CPU result can substitute for this gate.
4. **Port in slices:** keep the composer/content schema and route graph; replace the evaluator with compiled per-region plans; add brick caches and shared lattice; move player terrain collision to canonical field queries while retaining ordinary sweeps for other actors; replace tile components with batched render pages; add transaction visual path; then optionally background Chaos bodies and far Nanite/impostors. Recheck multiplayer late join by replaying the ordered edit log and comparing region hashes.
## What not to do ## What not to do
- Do not infer a 512-tile deadline from one tile's p95, or from the synthetic 0.1 s classified benchmark. Queueing, bandwidth, upload and physics are separate clocks. - Do not infer a 512-tile deadline from one tile's p95, or from the synthetic 0.1 s classified benchmark. Queueing, bandwidth, upload and physics are separate clocks.
- Do not put another 512 Chaos triangle cooks on the readiness path. This conflicts with the observed 0.4–1.4 s per-tile completion window even if generation became free. - Do not put all 512 Chaos triangle cooks on the **player** readiness path. The observed 0.4–1.4 s interval is submit-to-ready and may be mostly queue delay; prioritize and time the small player-support neighborhood before ruling out cooked steady-terrain collision.
- Do not assume a sparse octree/DAG or OpenVDB automatically speeds a procedural query. Their compression and hierarchy help only if the final-field signs/bounds can be computed cheaply; edits and arbitrary smooth operators can make most nodes uncertain. - Do not assume a sparse octree/DAG or OpenVDB automatically speeds a procedural query. Their compression and hierarchy help only if the final-field signs/bounds can be computed cheaply; edits and arbitrary smooth operators can make most nodes uncertain.
- Do not rely on heightfield clipmaps, GPU float world decisions, unordered GPU atomics, or `sin`/CRT results as a network world ABI. - Do not rely on heightfield clipmaps, GPU float world decisions, unordered GPU atomics, or `sin`/CRT results as a network world ABI.
- Do not claim AVX2, dual contouring, Nanite or a different mesh component will erase the observed 97% density cost. Benchmark each in its proper stage. - Do not claim AVX2, dual contouring, Nanite or a different mesh component will erase the observed 97% density cost. Benchmark each in its proper stage.
- Do not publish one touched tile while its neighbors still show the old edit; do not suppress collision under a pawn before a consistent replacement exists. Those are the visible ripple, vanish and false-support failure modes in the present implementation. - Do not publish one touched tile while its neighbors still show the old edit; do not suppress collision under a pawn before a consistent replacement exists. Those are the visible ripple, vanish and false-support failure modes in the present implementation.
The owner has clarified both contracts: exact collision inside one second applies to the player, while bounded digging and radius-scale spells both require atomic same-frame visuals. The field-aware movement and transaction-wide GPU edit path above are therefore required parts of the proposed architecture. Their deadlines remain unproved until the authorized UE/VR integration gate can be run. The owner has clarified both contracts: collision inside one second applies to the player, while bounded digging and radius-scale spells both require atomic same-frame visuals. Immediate **field-aware edit support** and the transaction-wide visual path are required; Mover versus a prioritized-cook/CMC field-overlay hybrid is decided by the staged tests above. Their deadlines remain unproved until an authorized UE/VR integration gate can be run.