measure(perf): per-component ablation of the TunnelNetwork path; exact worms restored

Round (Codex; reviewed by me against PERF-SAMPLED.md).

Revert: voxel.WormNoiseMode / voxel.WormLatticeStep, their storage and their switches are
REMOVED. VoxelWormField has one path again, exact Perlin with the N1 short circuit. Kept:
bEnableWorms (asset), WormsForceOff (measurement only), the exact block skip (default 0).

Ablation instrument: 14 development-only, world-changing force-off bits (voxel.TunnelAblate*),
applied on the fused, op-stack/classifier, cached SDF/core and modifier/floor paths. They resolve
once per process, are hashed into the generation fingerprint, and are compiled to zero in
UE_BUILD_SHIPPING (VoxelDensityAblation.cpp). They are a measurement instrument, never a gameplay
or multiplayer switch.

Defaults exact: canonical export OBJ b3e5f4c3..9b377, worms-region 311CA42C / 75,482 triangles,
capability 20,830 / 10,909, and 841/841 keyed tiles identical to NextHeadStaticTrace_20260913.

Static worker seconds saved by removing ONE component (two off runs vs the interleaved all-on
33.06 s; baseline noise 0.27%):
  tunnel SDF 11.4%, cave warp 10.3%, passage carving 10.1%, landing posts 9.9%,
  passage structural posts 5.6%, worms 2.4%, native floor 2.2%, origin spine 1.6%,
  room SDF 1.6%, everything else <= 1.1%
Moving (2+2 runs each) confirms the top five at 6.0-11.6%. Tunnel SDF off cuts LOD0 generation
p95 104 -> 83 ms: it owns the slow tail. The positive savings sum to 58% of the static total; the
other 42% is shared. The rows are not additive.

Unexplained: tunnel-core OFF made the static total 2.9x SLOWER (95.5 s) while LOD0 generation got
faster (p50 64.7 -> 60.6 ms) and triangles fell. The report blames the changed field, which does
not fit; more likely a slow fallback path in coarse tiles. That row is not a cost measurement.

Ledger: every Unreal process exited 0 and verified the loaded DLL; two PowerShell parser errors
happened before any process started. No crashes or retries.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
This commit is contained in:
Fr0zkaandClaude Opus 5 committed 2026-09-14 09:39:57 +02:00
1 parent c132243b30
commit 6ccf3718ff
12 files changed
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@@ -8,11 +8,11 @@
#include "VoxelTypes.h" // For CHUNK_SIZE, VOXEL_SIZE, WorldToChunkCoord
#include "VoxelCaveMorphology.h" // For VoxelSDF and VoxelHash
#include "VoxelDensityPrimitives.h" // Shared passage carve polarity/strength
#include "VoxelDensityAblation.h" // Fingerprinted development-only stage overrides
#include "VoxelDensityProfile.h" // Opt-in targeted per-voxel attribution
#include "VoxelStartupTrace.h"
#include "VoxelTerrainOpDefinition.h" // For UVoxelTerrainOpDefinition::ApplyTo
#include "VoxelBiomeDefinition.h" // For UVoxelBiomeDefinition (biome context flatten)
#include "VoxelWormField.h" // World-changing worm evaluator mode/lattice identity
#include "HAL/IConsoleManager.h"
#include "Misc/CommandLine.h"
#include "Misc/Crc.h"
@@ -2487,6 +2487,11 @@ void UVoxelStrateManager::GeneratePassages()
float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float WorldZ) const
{
if (VoxelDensityAblation::IsPassageCarvingOff())
{
return FLT_MAX;
}
const FIntVector ChunkCoord(
FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
@@ -2552,7 +2557,7 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
// projecting once here selects the nearest immutable floor segment for this sample.
// Unknown/malformed descriptors deliberately retain the bare capsule and the legacy
// diagnostic backstop remains available.
if (P.bNativeFloorEnabled)
if (P.bNativeFloorEnabled && !VoxelDensityAblation::IsNativeFloorOff())
{
float NativeFloorZ = 0.0f;
float NativeSupportRadius = 0.0f;
@@ -2593,8 +2598,11 @@ void UVoxelStrateManager::ApplyPassageModifier(
{
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageModifier);
const float ModSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
VF_ApplyPassageCarving(Density, ModSDF, BaseDensity, SealThickness);
if (!VoxelDensityAblation::IsPassageCarvingOff())
{
const float ModSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
VF_ApplyPassageCarving(Density, ModSDF, BaseDensity, SealThickness);
}
ApplyPassageLandingAir(Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
const FIntVector ChunkCoord(
@@ -2607,15 +2615,15 @@ void UVoxelStrateManager::ApplyPassageModifier(
for (const int32 PassageIndex : Nearby)
{
const FVoxelPassage& Passage = PassageData[PassageIndex];
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
const bool bLandingFloor = !VoxelDensityAblation::IsLandingPostsOff()
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
// A valid native profile owns its D-floor in the shape and in the final MC
// composition. Keep the old support slab only as a fail-closed fallback for a
// malformed/non-native descriptor; it must not patch a floor the shape already owns.
|| (bPassageSupportFloorWritesEnabled
&& !Passage.bNativeFloorEnabled
&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex))))
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding));
const bool bLegacySupportFloor = !VoxelDensityAblation::IsPassageStructuralPostsOff()
&& bPassageSupportFloorWritesEnabled
&& !Passage.bNativeFloorEnabled
&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
&& (bLandingFloor || bLegacySupportFloor))
{
// This is the one bidirectional part of PassageCarveOp: a floor is a proved solid
// support slab. It is deliberately applied after the air carve so a tube can never
@@ -2636,6 +2644,10 @@ void UVoxelStrateManager::ApplyPassageCarvingOnly(
float& Density, float WorldX, float WorldY, float WorldZ,
float BaseDensity, float SealThickness) const
{
if (VoxelDensityAblation::IsPassageCarvingOff())
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageModifier);
const float ModSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
@@ -2646,6 +2658,10 @@ void UVoxelStrateManager::ApplyPassageLandingAir(
float& Density, float WorldX, float WorldY, float WorldZ,
float BaseDensity, float SealThickness) const
{
if (VoxelDensityAblation::IsLandingPostsOff())
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageLandingAir);
const FIntVector ChunkCoord(
@@ -2710,6 +2726,10 @@ void UVoxelStrateManager::ApplyPassageTunnelAir(
float& Density, float WorldX, float WorldY, float WorldZ,
float BaseDensity, float SealThickness) const
{
if (VoxelDensityAblation::IsPassageStructuralPostsOff())
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageTunnelAir);
const FVector Position(WorldX, WorldY, WorldZ);
@@ -2740,6 +2760,11 @@ void UVoxelStrateManager::ApplyPassageTunnelAirMC(
void UVoxelStrateManager::ApplyPassageLandingFloorMC(
float& Density, float WorldX, float WorldY, float WorldZ, float BaseDensity) const
{
if (VoxelDensityAblation::IsLandingPostsOff()
&& VoxelDensityAblation::IsPassageStructuralPostsOff())
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageLandingFloor);
const FIntVector ChunkCoord(
@@ -2752,12 +2777,15 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
for (const int32 PassageIndex : Nearby)
{
const FVoxelPassage& Passage = PassageData[PassageIndex];
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
const bool bLandingFloor = !VoxelDensityAblation::IsLandingPostsOff()
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|| (bPassageSupportFloorWritesEnabled
&& !Passage.bNativeFloorEnabled
&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex))))
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding));
const bool bLegacySupportFloor = !VoxelDensityAblation::IsPassageStructuralPostsOff()
&& bPassageSupportFloorWritesEnabled
&& !Passage.bNativeFloorEnabled
&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
&& (bLandingFloor || bLegacySupportFloor))
{
// Result is in MC convention here (negative = solid). This reassertion is the
// structural floor backstop after the optional MC-space disturbance layer.
@@ -2790,6 +2818,13 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
float BaseDensity, float SealThickness,
bool bProtectAuthoredTunnelFloor) const
{
const bool bDisableStructuralPosts = VoxelDensityAblation::IsPassageStructuralPostsOff();
const bool bDisableLandingPosts = VoxelDensityAblation::IsLandingPostsOff();
if (bDisableStructuralPosts && bDisableLandingPosts)
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageStructuralPosts);
@@ -2804,7 +2839,7 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
const FVector Position(WorldX, WorldY, WorldZ);
const bool bSuppressFloor =
VoxelPassageGeometry::VerticalShaftConnectorAirMarker();
bool bAnyPassageFloor = false;
bool bAnyLandingFloor = false;
bool bLegacyTunnelSupportFloor = false;
bool bAnyRoomFloor = false;
bool bWalkableAir = false;
@@ -2819,36 +2854,37 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
const FVoxelPassage& Passage = PassageData[PassageIndex];
const bool bTunnelSupportFloor =
bPassageSupportFloorWritesEnabled
!bDisableStructuralPosts
&& bPassageSupportFloorWritesEnabled
&& !Passage.bNativeFloorEnabled
&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
if (!bSuppressFloor
if (!bSuppressFloor && !bDisableLandingPosts
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|| bTunnelSupportFloor))
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)))
{
bAnyPassageFloor = true;
bAnyLandingFloor = true;
}
if (!bSuppressFloor && bTunnelSupportFloor)
if (!bSuppressFloor && !bDisableStructuralPosts && bTunnelSupportFloor)
{
bLegacyTunnelSupportFloor = true;
}
if (!bSuppressFloor
if (!bSuppressFloor && !bDisableLandingPosts
&& (VF_IsPassageRoomFloor(Position, Passage.UpperLanding)
|| VF_IsPassageRoomFloor(Position, Passage.LowerLanding)))
{
bAnyRoomFloor = true;
}
if (!bWalkableAir
if (!bDisableStructuralPosts && !bWalkableAir
&& FVector::DistSquared(Position, Passage.BoundCenter) <= Passage.BoundRadiusSq
&& VF_IsWalkableTunnelAir(Passage, Position, this, PassageIndex))
{
bWalkableAir = true;
}
if (FVector::DistSquared(Position, Passage.BoundCenter) <= Passage.BoundRadiusSq)
if (!bDisableLandingPosts
&& FVector::DistSquared(Position, Passage.BoundCenter) <= Passage.BoundRadiusSq)
{
const FVoxelPassageLanding* Landings[] = {
&Passage.UpperLanding, &Passage.LowerLanding };
@@ -2865,8 +2901,8 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
// budget. A neighbouring inter-strate landing must not reopen that finite support band; its
// carve remains valid everywhere else. Legacy callers leave this false and retain the old
// passage-owned behavior.
if (!bProtectAuthoredTunnelFloor
&& !bAnyPassageFloor && MinLandingSDF < FLT_MAX)
if (!bDisableLandingPosts && !bProtectAuthoredTunnelFloor
&& !bAnyLandingFloor && !bLegacyTunnelSupportFloor && MinLandingSDF < FLT_MAX)
{
float InternalDensity = -Density;
VF_ApplyPassageLandingCarving(
@@ -2874,7 +2910,7 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
Density = -InternalDensity;
}
if (bAnyPassageFloor)
if (bAnyLandingFloor || bLegacyTunnelSupportFloor)
{
Density = FMath::Min(Density, -BaseDensity);
}
@@ -2901,6 +2937,10 @@ void UVoxelStrateManager::ApplyPassageNativeFloorMC(
float& Density, float WorldX, float WorldY, float WorldZ,
float BaseDensity) const
{
if (VoxelDensityAblation::IsNativeFloorOff())
{
return;
}
const FIntVector ChunkCoord(
FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
@@ -2955,6 +2995,10 @@ void UVoxelStrateManager::ApplyPassageLandingRoomFloorMC(
float& Density, float WorldX, float WorldY, float WorldZ,
float BaseDensity) const
{
if (VoxelDensityAblation::IsLandingPostsOff())
{
return;
}
VoxelDensityProfile::FScopedTimer ProfileTimer(
VoxelDensityProfile::EBucket::PassageLandingRoomFloor);
const FIntVector ChunkCoord(
@@ -2979,6 +3023,10 @@ void UVoxelStrateManager::ApplyPassageLandingRoomFloorMC(
bool UVoxelStrateManager::AnyPassageNearBox(const FVector& MinVoxel, const FVector& MaxVoxel) const
{
if (VoxelDensityAblation::IsPassageCarvingOff())
{
return false;
}
// Le carve d'un passage atteint ModSDF < PASSAGE_BLEND_RADIUS (4, VoxelGenerator.cpp) au-delà de
// sa surface ; BoundRadius inclut déjà rayon + blend, on re-pad par sécurité (conservatif).
constexpr float CarvePad = 4.0f;
@@ -5530,7 +5578,12 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
{
Result.WormStrength = 0.0f;
}
return VF_ApplyRuntimeRoughnessOverrides(Result);
Result = VF_ApplyRuntimeRoughnessOverrides(Result);
if (VoxelDensityAblation::IsCaveWarpOff())
{
Result.CaveWarpStrength = 0.0f;
}
return Result;
};
#if WITH_EDITOR
@@ -5885,11 +5938,9 @@ uint64 UVoxelStrateManager::GetGenerationParamsFingerprint() const
HashValue(Slot.Definition->bUseOperatorStack);
HashValue(Slot.Definition->bEnableWorms);
HashValue(VF_WormsForceOff());
// The selected evaluator is a world input even though it is deliberately not part of
// FStrateGenerationParams (the fixed 83-field memo key). Keep persistent/verdict keys
// from crossing an explicit WormNoiseMode/WormLatticeStep experiment.
HashValue(VoxelWormField::GetNoiseMode());
HashValue(VoxelWormField::GetLatticeStep());
// Development-only stage ablations change the field and therefore belong in every
// persistent/verdict key even though they are not authored generation parameters.
HashValue(VoxelDensityAblation::GetResolvedMask());
HashValue(Slot.Definition->StrateHeightInChunks);
HashValue(Slot.Definition->TransitionType);
HashValue(Slot.Definition->TransitionBlendChunks);