perf(collision): cook stages measured, no standing on dug-out ground; review F/H/E measured
1. Collision cook breakdown (request -> ready), critical support tile: spawn (0,0,-1): generate 107 ms, apply < 1 ms, RMC submit->body 479 ms, total 587 ms; deep floor (0,0,-7): generate 82 ms, RMC 1,441 ms, total 1,548 ms. Almost all of the wait is inside RMC (end-of-frame update + async pool + Chaos cook + body install, not separable from our side). Critical priority does not shorten it. Collision is async, complex-as-simple, fast-cook off; skirts are ~16-18% of collision triangles. No cook change made. Startup outlier: first support tile waited 2.09 s for its game-thread apply. Underfoot dig: a carving brush that intersects the pawn's capsule and support tile now disables the old body and withdraws readiness on the carve frame: 0 frames standing on removed ground (replacement 91.8 ms later). 8 neighbouring digs: 0 gate frames. Gap audit 0. 2. Stack sampler, 49.4 s game path: top resolved leaf was the profiler's own VoxelDensityProfile::BucketFromName (4.86%). Linear label scan -> CRC-keyed lookup with exact compare: 59.26 -> 57.87 ms/tile (-2.35%), 980/980 tile hashes identical. 3. Measured only: F (classifier mode 1, no exact check) +48% worker CPU, 0/980 tiles differ -> not worth it. H (handoff component scans) p95 0.07 ms/frame -> not worth it. E (FullResClipLevels=1): worker CPU 56.7 -> 35.7 s, settle 9.6 -> 7.0 s, crossing samples -30%; changes the look, owner's decision. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -1122,6 +1122,7 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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Tris.Add(iA); Tris.Add(iA2); Tris.Add(iB2);
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}
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}
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MeshData.NumSkirtTriangles += (Tris.Num() - BaseTriNum) / 3;
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};
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EmitSkirts(GroundTris);
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EmitSkirts(CapTris);
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