standalone: speed round 2 -- far biome colour grid (payload -365 ms), whole view 1.90 s @8w full payload

- Per-vertex biome lookup was the payload cost (~365 ms); far tiles now take the biome palette from a
  per-tile grid. Same channels (palette, slope, border blend, UV) and ceiling/ground sections.
- Opt-in --max-clip-level=8: 6,498 -> 2,226 tiles, stream 0.876 -> 0.428 s, 1.451 s process wall.
  Kept opt-in: six fixed views cannot prove every distant thin stratum survives.
- W1/W8 hashes equal across 11 outputs; routes 5642/5642; five captures pixel-identical, passage
  382 px differ (max delta 16).
- Rejected with measurements: LOD6 empty-block proof (-21% samples, no wall gain), far supertiles
  (no complete groups exist).
Remaining long pole: shape compile 0.854 s.

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 2026-10-04 15:21:19 +02:00
1 parent 6ec4a8f856
commit a3cb26b5c8
5 files changed
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@@ -397,10 +397,13 @@ public:
const FStandaloneMeshCache* InMeshCache=nullptr,
int32 InMaxLevelFilter=-1,
bool bInSkipUvAndColors=false,
bool bInSkipMaterialGroups=false)
bool bInSkipMaterialGroups=false,
bool bInSkipUV=false,
bool bInSkipColors=false)
:World(&InWorld),WorkerCount(FMath::Clamp(InWorkerCount,1,16)),bHashDensity(bInHashDensity),
MeshCache(InMeshCache),MaxLevelFilter(InMaxLevelFilter),
bSkipUvAndColors(bInSkipUvAndColors),bSkipMaterialGroups(bInSkipMaterialGroups)
bSkipUvAndColors(bInSkipUvAndColors),bSkipMaterialGroups(bInSkipMaterialGroups),
bSkipUV(bInSkipUV),bSkipColors(bInSkipColors)
{
VoxelGenLOD::InitializeConsoleSwitches();
UVoxelMarchingCubesMesher::InitializeConsoleSwitches();
@@ -543,6 +546,8 @@ private:
UVoxelMarchingCubesMesher Mesher;
Mesher.SetGenerator(World->Generator.get());
Mesher.bStandaloneSkipUvAndColors=bSkipUvAndColors;
Mesher.bStandaloneSkipUV=bSkipUV;
Mesher.bStandaloneSkipColors=bSkipColors;
Mesher.bStandaloneSkipMaterialGroups=bSkipMaterialGroups;
Mesher.bGenerateSkirts=World->bGenerateSkirts;
Mesher.SkirtCells=static_cast<float>(World->SkirtCells);
@@ -635,6 +640,8 @@ private:
int32 MaxLevelFilter=-1;
bool bSkipUvAndColors=false;
bool bSkipMaterialGroups=false;
bool bSkipUV=false;
bool bSkipColors=false;
std::atomic<uint64> CacheHitCount{0};
mutable std::mutex Mutex;
std::condition_variable Wake;