streaming: deeper ready queue + startup apply cap; tile-local mouth-support culling (L72)
- Unreal: ready queue depth 8 -> 16 (cap 4 worker-sets / 64), startup mesh-apply cap 12 -> 24 within the unchanged 14 ms budget. Owner SW arrival, same 2,850 keys: initial set ready 4.78 -> 3.74 s, queue p95 123 -> 35 ms, request-to-apply p95 139 -> 45 ms; walkable gate 1.07 -> 1.11 s; per-frame apply p95 0.73 ms. - Core composer: mouth-support segments filtered by tile bounds, mouth relief result reused (route checks -80/-87% in passage tiles). Hashes identical W1/W8/W12, Clang and GCC. - Opt-in per-tile composer counters. Verify control meshes stored as .xz (78.5 -> 18.4 MB). - Fast tier 269 PASS. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -238,11 +238,11 @@ namespace
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GVoxelForgeStreamingResultBacklogCap,
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TEXT("Maximum queued results plus admitted tile tasks; 0 disables the safety cap. This is separate from the worker-slot cap."));
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int32 GVoxelForgeStreamingReadyQueueDepth = 8;
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int32 GVoxelForgeStreamingReadyQueueDepth = 16;
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FAutoConsoleVariableRef CVarVoxelForgeStreamingReadyQueueDepth(
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TEXT("voxel.StreamingReadyQueueDepth"),
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GVoxelForgeStreamingReadyQueueDepth,
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TEXT("Extra admitted tile tasks kept ready beyond the worker slots, up to one worker-set; 0 disables the refill queue."));
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TEXT("Extra admitted tile tasks kept ready beyond worker slots, up to four worker-sets/64 tasks; 0 disables the refill queue."));
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int32 GVoxelForgeStreamingBackgroundWorkerCap = 1;
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FAutoConsoleVariableRef CVarVoxelForgeStreamingBackgroundWorkerCap(
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@@ -312,8 +312,8 @@ namespace
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FAutoConsoleVariableRef CVarVoxelForgeStreamingStartupApplyBoost(
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TEXT("voxel.StreamingStartupApplyBoost"),
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GVoxelForgeStreamingStartupApplyBoost,
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TEXT("Bounded cold-view upload budget (default on): 1 allows a 14 ms / 12-mesh budget until the initial desired set and walkable ring are ready; 0 uses the authored per-frame budget."));
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constexpr int32 StreamingStartupMaxMeshApplies = 12;
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TEXT("Bounded cold-view upload budget (default on): 1 allows a 14 ms / 24-mesh cap until the initial desired set and walkable ring are ready; 0 uses the authored per-frame budget."));
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constexpr int32 StreamingStartupMaxMeshApplies = 24;
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constexpr float StreamingStartupApplyBudgetMilliseconds = 14.0f;
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constexpr double StreamingStartupApplyMaxSeconds = 30.0;
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@@ -2207,7 +2207,7 @@ void AVoxelWorld::BeginPlay()
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CommandLineStreamingReadyQueueDepth))
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{
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GVoxelForgeStreamingReadyQueueDepth = FMath::Clamp(
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CommandLineStreamingReadyQueueDepth, 0, 32);
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CommandLineStreamingReadyQueueDepth, 0, 64);
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}
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if (FParse::Value(FCommandLine::Get(), TEXT("voxel.StreamingBackgroundWorkerCap="),
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CommandLineStreamingBackgroundWorkerCap))
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@@ -2634,7 +2634,8 @@ void AVoxelWorld::BeginPlay()
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FTaskGraphInterface& TaskGraph = FTaskGraphInterface::Get();
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LowLevelTasks::FScheduler& TaskScheduler = LowLevelTasks::FScheduler::Get();
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const int32 QueueDepth = FMath::Clamp(
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GVoxelForgeStreamingReadyQueueDepth, 0, GetMaxConcurrentStreamingTasks());
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GVoxelForgeStreamingReadyQueueDepth, 0,
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FMath::Min(64, FMath::Max(1, GetMaxConcurrentStreamingTasks()) * 4));
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VoxelForgeStartupTrace::RecordEvent(TEXT("worker_backend_config"), FString::Printf(
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TEXT("\"logical_cores\":%d,\"effective_tile_slots\":%d,"
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"\"task_api\":\"UE::Tasks::Launch\",\"task_scheduler_workers\":%u,"
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@@ -11873,11 +11874,10 @@ void AVoxelWorld::UpdateChunksAroundPosition(const FVector& CenterPosition, APaw
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}
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}
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const int32 MaxTasks = GetMaxConcurrentStreamingTasks();
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// Keep at most one worker-set of ready work so an admission pass can feed idle slots
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// without letting far work consume the near reserve. / Garder une file d'un ensemble
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// de workers pour nourrir les slots sans consommer la reserve proche.
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// Keep several bounded worker-sets ready so frame-paced admission can feed the
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// background lane continuously without moving mesh application onto the game thread.
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const int32 ReadyQueueDepth = FMath::Clamp(
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GVoxelForgeStreamingReadyQueueDepth, 0, MaxTasks);
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GVoxelForgeStreamingReadyQueueDepth, 0, FMath::Min(64, FMath::Max(1, MaxTasks) * 4));
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const int32 TotalAdmissionCap = MaxTasks + ReadyQueueDepth;
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const int32 AuthoredNearTaskReserve = GetNearTaskReserve(MaxTasks);
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const FIntVector CenterChunk = GetTileCoordAtLocalCm(WorldToLocalCm(CenterPosition));
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@@ -12787,7 +12787,7 @@ void AVoxelWorld::LoadTile(const FVoxelTileKey& Tile, EVoxelTileWorkPriority Wor
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const int32 MaxTasks = GetMaxConcurrentStreamingTasks(); // Core and worker lane clamped. / Core et voie worker plafonnes.
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const int32 ReadyQueueDepth = FMath::Clamp(
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GVoxelForgeStreamingReadyQueueDepth, 0, MaxTasks);
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GVoxelForgeStreamingReadyQueueDepth, 0, FMath::Min(64, FMath::Max(1, MaxTasks) * 4));
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const int32 TotalAdmissionCap = MaxTasks + ReadyQueueDepth;
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const bool bNearPriority = WorkPriority != EVoxelTileWorkPriority::Horizon;
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const int32 NearReserve = EffectiveNearTaskReserve >= 0
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@@ -13130,7 +13130,7 @@ void AVoxelWorld::LoadCoreTile(const FVoxelTileKey& Tile, EVoxelTileWorkPriority
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const int32 MaxTasks = GetMaxConcurrentStreamingTasks();
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const int32 ReadyQueueDepth = FMath::Clamp(
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GVoxelForgeStreamingReadyQueueDepth, 0, MaxTasks);
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GVoxelForgeStreamingReadyQueueDepth, 0, FMath::Min(64, FMath::Max(1, MaxTasks) * 4));
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const int32 TotalAdmissionCap = MaxTasks + ReadyQueueDepth;
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const bool bNearPriority = WorkPriority != EVoxelTileWorkPriority::Horizon;
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const int32 NearReserve = EffectiveNearTaskReserve >= 0
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