trace: Unreal timing traces run without hash capture (L71); verify baselines tracked
The L70 "2x SurfaceWorld GenerateTile in Unreal" was the instrument: the trace enabled bCaptureVoxelForgeCoreHashesForValidation, which disables the native heightfield-band shortcut and whole-tile skips (W1 same keys: 9.00 s hash-off vs 28.46 s hash-on). With hashing off, Unreal and headless match at W8 within 1.2-2.5% (Core 14.42 s vs 14.26 s) on identical tile keys. LOD0 p95 tail = real cost of non-empty passage tiles near the spawn mouth (p50/p95 18.8/105 ms); most LOD0 tiles are empty. verify.py reads its baselines from Standalone/Tools/verify/baselines/ instead of untracked Saved/Linux. The 11 .vfmesh control meshes (~78 MB) are not committed yet (to be stored compressed). Fast tier green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -18105,7 +18105,10 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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: EVoxelForgeCoreMesherRecipe::MarchingCubesV1);
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Actor->CoreClipRadius = 3;
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Actor->CoreMaxClipLevel = 8;
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Actor->bCaptureVoxelForgeCoreHashesForValidation = true;
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// A timing trace must use the production tile path. Core density hashing disables the
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// native heightfield band shortcut and measures a different workload; hash validation
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// remains enabled in the dedicated parity tests below.
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Actor->bCaptureVoxelForgeCoreHashesForValidation = false;
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Actor->FinishSpawning(ActorTransform);
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TestWorld->InitializeActorsForPlay(FURL());
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TestWorld->BeginPlay();
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