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
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-10-27 06:55:46 +01:00
1 parent 018c0e1ec8
commit 971206c2ea
37 files changed
+1626 -42

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@@ -18105,7 +18105,10 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
: EVoxelForgeCoreMesherRecipe::MarchingCubesV1);
Actor->CoreClipRadius = 3;
Actor->CoreMaxClipLevel = 8;
Actor->bCaptureVoxelForgeCoreHashesForValidation = true;
// A timing trace must use the production tile path. Core density hashing disables the
// native heightfield band shortcut and measures a different workload; hash validation
// remains enabled in the dedicated parity tests below.
Actor->bCaptureVoxelForgeCoreHashesForValidation = false;
Actor->FinishSpawning(ActorTransform);
TestWorld->InitializeActorsForPlay(FURL());
TestWorld->BeginPlay();