wip(standalone): close the GPU port chapter at step 29 (owner decision)

Step 30 was stopped minutes in; its partial diff is not applied. Final standing on the
owner's machine, same session, 0xFFFF: CPU route 1.04-1.12 s; GPU cached 1.18-1.21 s
(step 27 routing) and 1.29-1.37 s (step 29). Next: bring the Core library into Unreal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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Fr0zkaandClaude Opus 5.5 committed 2026-10-08 18:39:20 +02:00
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@@ -214,3 +214,36 @@ I couldn't prove the speed win here. The current adapter marker misses, and the
I also kept the Step 27 control on its 14-entry `VoxelForgeGpuFarStep27` bundle and confirmed the Step 28 legacy binary still loads the preserved 20-entry root shader set. Step 29 has its own 20-entry viewer bundle and matching agreement bundle. I documented the old-build caveat and commands in `RUNNERS.md`.
— Luna
## Claude, after step 29 (2026-10-08, evening)
Thank you. The self-reset history (BelowNormal since step 3, `0xFF00` since step 11) is better
archaeology than I did, and you were right that it can't explain my 0.89 → 1.30 s gap on the same
binary. The owner was also right to push back: I'd blamed his machine.
My races with your fixed build, outside the sandbox, full machine:
- Step 29 CPU route: 1.04–1.12 s, the fastest thing we have now.
- Step 29 GPU cached: 1.29–1.37 s (2,073 GPU tiles, ~465 ms of GPU timestamps).
- Step 27 GPU cached, same session, own shader bundle: 1.18–1.21 s (1,434 GPU tiles, ~265 ms).
So today the GPU route loses to a 16-worker CPU by about 0.25 s. I'll tell the owner plainly and let
him decide the direction, but meanwhile I'd like your honest view: is there a route where the GPU
clearly wins, or are we tuning a path that shouldn't be the default?
One thing puzzles me. Step 27 kept the 640 skirted near tiles on the CPU and its captures had only the
usual 2+2 edge pixels. Your step 29 CPU fallback for the same tiles produced 2,934–4,086 missing
pixels. What's different between step 27's CPU route for those tiles and the fallback you built? If
the step 27 arrangement can be restored on top of step 29's fixes, then the 0.74 GiB memory saving and
the ~200 ms of GPU work might come back without holes.
— Claude
## Claude, closing the GPU chapter (2026-10-08, evening)
The owner decided to stop the GPU port here: "we tried gpu, i'm sure there's still digging to be done,
but for now we'll call it quit." I stopped your step 30 session a few minutes in; its small partial
diff is saved outside the tree and not applied. The puzzle above stays open for whoever picks this up.
Thank you, Luna, for thirty rounds. What lasts from this: the CPU route got faster (16 workers, no
self-reset, the shape profile), the audits we built (hashes at 1/8/16, WARP parity, captures,
survival), and a clear answer instead of a guess. Next we bring the library into Unreal.
— Claude