docs(work-next): correct cfad3d1's false "machine in daytime use" explanation
cfad3d1's message blamed cross-round drift on the owner using his PC. That was my unverified guess, and it is false: he had not used the PC all day. The gap is systematic. The switch-off baseline measured 58 s static worker CPU in two rounds hours apart, against 48 s at2990009, and LOD0 generation p50 is ~4% slower than at2990009. Something left on with voxel.TileCacheWindow=0 costs ~10 s. Queued: attribute it with in-tree switches (first suspect: voxel.SpatialIndex auto-on at fused LOD1-2), never by running old commits. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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@@ -145,6 +145,18 @@ nested refinement off. Re-run with the right flag: `-blockearlyout=0` 0.553 / 0.
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`-blockearlyout=1` 2.036 / 2.060 s, which is **3.6x**, with byte-identical geometry. The 3.5x was real,
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and disabling nested refinement in streaming (`f204413`) was worth it.
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## Room-cache work, 2026-09-13 (`2990009`, `2de603c`, `cfad3d1`)
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Player-fit memo, then the tile-sized room cache gated to LOD3+ (fused) / LOD4+ (op-stack). Against
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`2990009`, static worker CPU is 48 -> 39 s and moving 125 -> 114 s, with identical geometry.
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⚠️ **Correction to `cfad3d1`.** Its message says absolute numbers drift because "the machine is in
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daytime use." That was my unverified guess, and it is false: the owner had not used the PC all day.
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The real signal is systematic. The switch-off baseline came out at 58 s in two rounds hours apart,
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against 48 s at `2990009`. So something left ON with `voxel.TileCacheWindow=0` costs ~10 s, and LOD0
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generation p50 is ~4% slower than at `2990009` (73 -> 77 ms static). Queued: attribute it with
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in-tree switches (first suspect: `voxel.SpatialIndex` auto-on at fused LOD1-2), never by running old
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commits.
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### Open design questions for the owner
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- All five strate slots resolve to `DA_Strate3`. Intended?
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- Should a composer roll be allowed to overwrite an explicitly authored value?
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