feat(streaming): horizon distance with real tiles only -- sheets off by default
The sheet system models terrain as one ground and one cap height per column, which cannot express this world's overhangs, floating islands and open sky; three attempts to fix the MC/sheet seam produced holes, then caps over the void, then both. Measured alternative: cover the render distance with real marching-cubes tiles and switch the far-sheet ring off. Benchmarks at RenderDistanceChunks=768, all tiles loaded at steady state: L4 57,473 tiles / 30.1M tris / 837 MiB / 2,514 s worker / 296 s to settle; L5 10,841 / 8.1M / 226 MiB / 375 s / 108 s; L6 3,281 / 2.9M / 82 MiB / 127 s / 77 s. Defaults now MaxClipLevel=5, bFarSheetRing=false. Invariants: strate crossing PASS, gate stress PASS (140.06 m, 0 full stops), determinism PASS with 10,841 tile hashes identical vs -voxel.CrtFma3=0. Peak memory ~4.2 GiB in all three. Owner action required: his DA_Settings still serializes MaxClipLevel=3 (asset edits are out of scope for Codex), so his world needs that value raised to 5 to use the new far field. At twice the distance the estimate is ~39.5k tiles / 29-30M tris / ~0.8 GiB / ~1,500 worker-seconds, which would want L6 rather than L5. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -109,6 +109,8 @@ struct FChunkResult
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uint64 GenerationEndCycles = 0;
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uint64 ApplyStartCycles = 0;
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int32 ClassifyVerdict = -1; double ClassifySeconds = 0.0; double MeshSeconds = 0.0; double StreamSeconds = 0.0; int32 NumTriangles = 0; int32 NumCeilingTriangles = 0;
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int32 NumVertices = 0;
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uint64 GeometryBytes = 0;
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bool bSealedSolidProof = false; // true when the cheap gap/seal proof skipped meshing
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bool bOutOfLayoutAirProof = false; // true when the exact constant-air guard skipped meshing
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// Clean, low-overhead work counters. These are carried with the result so the worker can
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@@ -154,6 +156,14 @@ struct FVoxelTileHashDumpRecord
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FString GeometryHash;
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};
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/** Resident CPU geometry payload associated with one currently loaded tile. */
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struct FLoadedTileGeometryStats
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{
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uint64 Vertices = 0;
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uint64 Triangles = 0;
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uint64 GeometryBytes = 0;
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};
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UCLASS()
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class VOXELFORGE_API AVoxelWorld : public AActor
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{
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@@ -985,6 +995,7 @@ public:
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uint64 AppliedVisibleTileCountByLevel[TrackedClassifierLODCount]{};
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uint64 AppliedTriangleCountByLevel[TrackedClassifierLODCount]{};
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uint64 AppliedBandTileCountByLevel[TrackedClassifierLODCount]{};
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TMap<FVoxelTileKey, FLoadedTileGeometryStats> LoadedTileGeometry;
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struct FStreamingLatencySample
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{
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@@ -998,6 +1009,7 @@ public:
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// Headless validation hook. These are intentionally non-UPROPERTY state and are enabled only
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// by explicit command-line switches; they do not alter ordinary player movement or streaming.
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bool bHeadlessStreamingTestMovement = false;
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bool bHeadlessStreamingTestExitOnSteady = false;
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bool bHeadlessStreamingTestExitRequested = false;
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bool bStartupTraceThroughCrossing = false;
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bool bHeadlessStreamingTestCenterOverride = false;
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