Commit Graph
60 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 5eb9ee76ff wip(assembler): round S7 -- workers kept busy: in-game cold full view 17.5 s -> 7.8 s
Two admission blockers found by per-frame decline codes: the near reserve held
four slots idle after LOD0 was done (coarse capped at 6), and finished-but-
unapplied results counted against the task cap. Admission now counts queued +
running tasks; near reserve releases once the walkable ring is ready while
stationary (voxel.StreamingDynamicNearReserve, default on). Walkable ring
0.65 -> 0.58 s, full LOD0 2.28 -> 1.44 s, busy workers 2.2 -> 5.6 of 10.
Old behaviour behind voxel.StreamingLegacyPendingResultCap. RMC source reviewed
(read-only): batching/fast-cook ranked, not yet worth it on measured apply cost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 08:10:10 +02:00
Fr0zkaandClaude Opus 5.5 b9c13c37c0 wip(assembler): round S6 -- in-game cold view counted; workers mostly idle, apply cap not the floor
Direct per-tile trace on the BuildHost actor (owner plan, 2,578 keys): full set
17.4 s legacy; gated coarse-first (after the 9-tile walkable ring) 11.7 s with
the ring still at 0.63 s, but full LOD0 slips 2.3 -> 10.2 s. Startup apply
boost changed nothing (0.4%). 37.6 worker-s over 17.4 s on 10 slots = ~3.3
busy: the floor is admission/work supply. S5's 251 ms staircase was the trace
sampler. Fixed CVar parsing in headless BeginPlay and the 60 m/s crossing
instrument. All three knobs stay opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 06:46:54 +02:00
Fr0zkaandClaude Opus 5.5 c0596c5f24 wip(assembler): round S5 -- streaming gates + trace; coarse-first order kept opt-in (no win)
Walkable/enclosed/refined gates defined; JSONL trace joins request, worker start,
build/apply and discards. Coarse-first + dynamic near reserve behind
voxel.StreamingCoarseFirst / voxel.StreamingDynamicNearReserve (default 0 =
S4 order): matched runs showed no walkability or full-view win and slower
LOD0/1 refinement. Instruments settled: 3.1 s standalone reproduced (16.7 s was
another generation route); black early captures were clear-only frames.
Hashes equal S4; Core-off, M2, SurfaceWorld/FloatingIslands BuildHost pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 04:42:41 +02:00
Fr0zkaandClaude Opus 5.5 9d3c50ca95 wip(assembler): round S4 -- continuous far ceiling at the strate's upper boundary
S3's far cap sat up to 8.2 m above the near roof and read as floating pieces.
The far render cap now projects onto the owning strate's upper boundary
(density unchanged), on a global XY lattice, LOD4 16-voxel grid + LOD5-8
128-voxel. Cap agreement 0.05 cm (100 cm control detected), 2520/2520 upward
rays hit roof on the owner walk. Far recipe v2; LOD0-3 hashes equal S2/S3.
Tile p95 flat; cold clipmap +4.4%. Far-cliff fluting left open (coarse MC step).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 00:41:13 +02:00
Fr0zkaandClaude Opus 5.5 d0f97bf79a wip(assembler): round S3 -- far ground from the native heightfield; LOD7/8 tiles 36-66% cheaper
Far-shell repair (81-96% of S2's LOD7/8 tile time) is skipped for certified
SurfaceWorld tiles; ground and cap come from the shared planar heightfield.
Near LOD0-3 hashes equal S2; far recipe version 1 salts LOD5+ identities.
Cold first view 6.6 -> 3.4 s (aim 1.57 s). Not a visual sign-off: distant cap
shows floating pieces, sprint streaming arrives late.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 21:29:52 +02:00
Fr0zkaandClaude Opus 5.5 6ddb834b1c wip(assembler): round S2 (Sol) -- shared per-tile feature queries for every Core family; island placement 30x faster
Island-only worker context replaced by a shared worker-local candidate domain
(WorldAssemblyFeatureTileListV1 / ScopedWorldAssemblyFeatureQueriesV1) serving
SurfaceWorld, FloatingIslands and far-shell queries; a per-domain cost hint keeps the
full scan on small plans. Content placement prepares the same queries and skips proven
air: owner island cell p95 7.07 -> 0.24 ms; populated fixture 572 exact placements,
3.27 s -> 29 ms. Full/candidate hashes equal with dropped-feature controls on both
families; S1 default W1/W8/W16 hashes reproduced; Core-off and M2 fixtures pass.
Default contract for future families in ARCHITECTURE 8.23. Run on gpt-6.1-sol medium.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 19:50:45 +02:00
Fr0zkaandClaude Opus 5.5 d6e69420e8 wip(assembler): round S1 -- one Core voxel-size source; per-tile feature lists (islands)
AVoxelWorld::CoreVoxelSizeCm (default 25, 32 voxels/tile) flows through plan, field,
mesher, content, water, atmosphere, edits and collision. Staged-owner BuildHost passes at
20 cm (SurfaceWorld + islands, W1/W8/W16, anchors, BP edits, collision) with a fixed-25cm
negative control; default-size hashes match round 4; Core off stays legacy 12.5 cm.
Reusable BuildWorldAssemblyFeatureTileListV1; wired into FloatingIslands only so far.
256-island stress: tile p95 112.5 -> 2.0 ms, 0 mismatches, dropped-feature control fails.
Content placement measured (no populated cells): island ground search 7.25 ms/cell vs
legacy 0.29 ms -- open. Outside-review evaluation in Round5/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 18:48:38 +02:00
Fr0zkaandClaude Opus 5.5 111cf3d262 wip(assembler): M3 round 4 -- plans built inside Unreal from the owner's strates; no import needed
SurfaceWorld and FloatingIslands plans generate at startup from the resolved seed,
strate types and heights (hashed, cached). Imported JSON is an opt-in override (off by
default); an invalid override shows an on-screen notice and falls back to legacy.
BuildHost on staged owner assets: SurfaceWorld cross-system checks, islands at owner
height (route, collision, anchors, BP edits), seed 137501, W1/W8/W16, Core-off legacy.
XY-column cache verified (hashes kept); island LOD0 p95 91 ms vs 133 ms sprint deadline.
Not exercised: season-seed path (no Season in staged settings), rendered notice pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 22:48:46 +02:00
Fr0zkaandClaude Opus 5.5 48fa028086 wip(assembler): M3 round 3 -- separated islands + Unreal island route (owner build 18:46)
Islands read as separate (91.89% open sky at mid-height), underside cavity closed,
rim teeth were capture shading. Island manifest import + BuildHost proof passed on the
pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed.

Known open: final XY-column cache compiled in the owner build but is unverified;
island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island
manifest only fits the BuildHost fixture layout (owner's world: Core init fails,
empty world) -> round 4 builds plans inside Unreal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 20:53:03 +02:00
Fr0zkaandClaude Opus 5.5 4afea7c802 wip(assembler): M3 round 2 -- islands get real mass: deep crust, separate tapered roots, arched spans
Pinch cause: SmoothStep taper drove the underside radius to zero at one point. Version 2: depth 0.75x
diameter (thin-pad control at 0.30 fails), 3-4 seeded roots, bounded contour warp + roughness, one
off-route side island, 3 m rock spans. Bounds/route/W1-W8-W16 pass. Open: legacy probe metadata says
25 cm but production legacy is 12.5 cm -- round 3 must fix the import scale contract.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 12:24:35 +02:00
Fr0zkaandClaude Opus 5.5 53a1e69af7 wip(assembler): M3 round 1 -- native FloatingIslands recipe in Core (standalone)
Bounds 517 boxes, 0 missed, negative control caught; capsule route 1044 centers, raised-route control
fails; W1/W8/W16 stable (field bf3ce7da876431e2); 39 ms native vs 64 ms legacy. My review: islands read
as thin flat pads with a radial pinch under them, not rock; next round fixes the look.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 11:36:32 +02:00
Fr0zkaandClaude Opus 5.5 4661a445be wip(assembler): M2 round 4 -- WorldAssemblerHybridV2: exact contacts, tagged tiles 1.18-1.27x MC
The round-3 'field contact error' measured hit-to-anchor distance; V2 contacts are 0 cm and on the zero
isosurface. Tagged-tile cost 5.7-6.7x -> 1.175-1.270x MC; organic 0.998x. Bound, shelf-thickness and route
audits rerun with negative controls; W1/W8/W16 stable; V1 and MarchingCubesV1 unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 10:41:43 +02:00
Fr0zkaandClaude Opus 5.5 22a6b30494 wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells
with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked
collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC.
Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 09:53:04 +02:00
Fr0zkaandClaude Opus 5.5 a3b7d2015e wip(assembler): M2 round 2 -- same-LOD borders watertight for MC/hybrid/DC; LOD0/1 transitions still open
Shared halo + deterministic border-quad ownership + T-junction conformance: 625/625 same-LOD for all three.
LOD 2:1 prototype (collar zipper) fails MC 5 / hybrid 38 / DC 40 cases (corners, overhangs).
Hybrid is bit-identical to MC on a sampled native SurfaceWorld cliff; DC rougher. Standalone only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 03:56:28 +02:00
Fr0zkaandClaude Opus 5.5 6953254349 wip(assembler): M2 round 1 -- sharp-mesher spike: hybrid MC+DC keeps edges, borders and LOD seams not solved yet
Standalone only. Hybrid/DC cut sharp residual 16.7 -> 6.25 cm and split creases ~100%, organic wall
unchanged under hybrid, +4.4% mesh cost, W1/W8/W16 identical. Gate failed: hybrid open edges on 500/625
tagged tile borders; every method fails LOD0/LOD1 (no transition templates yet). Binaries and OBJ meshes not committed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 01:32:27 +02:00
Fr0zkaandClaude Opus 5.5 61633cb492 wip(assembler): M1 round 6 -- owner walk fixes: 25 cm geometry scale, one height datum, carve/fill sign, faster relief meshing
Owner saw content floating above native terrain, spiky triangles, reversed carve/fill and late relief.
Causes: shared mesher placed Core tiles on a 12.5 cm grid; content/atmosphere asked strate ranges in
12.5 cm voxels; Core edits add density where the legacy diff subtracts. Horizon LOD8 bridge edge
5.657 -> 2.265 cells. Relief mesh p95 60.8 -> 42.0 ms (LOD0). New BuildHost checks for scale, height,
blueprint carve/fill and per-kind streaming lag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 20:39:24 +02:00
Fr0zkaandClaude Opus 5.5 f67b519e75 wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Manifest imported into UVoxelSettings (hash 8933693d9560ba9f), folded into the season
content hash only when Core is on. BuildHost: W1/W8/W16 stable, 2553 surface tiles match
standalone, 432 LOD transitions, collision on all 36 expected tiles. Matched timing
96.8 s native vs 197.3 s bridge (2.04x). Collision support tiles wait for Core region admission.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 15:31:48 +02:00
Fr0zkaandClaude Opus 5.5 2d0cec90e4 wip(assembler): M1 round 4 -- cap rebuilt (no hiding), sub-voxel audit, routes + mesh-free queries
Luna, M1 round 4 (resumed after the night stop):
- Cliff: sub-voxel audit (29,929 half-voxel XY columns, min run 3.75 voxels, 0 subvoxel runs;
  old taper control exposes 20,963) and a root-line shelf at the two-voxel minimum.
- Horizon slab = aliased LOD8 cap ceiling. The first fix hid the ceiling at LOD8 (challenged:
  enclosed, interior-lit strates); now the LOD8 cap is rebuilt deterministically from the
  native heightfield, skirts preserved; looking up and out shows the cap present.
- Routes: review manifest with 33 stable-ID route points + capsule/support constraints; capsule
  sweep 0 blocked samples / 0 unsupported centres, negative control detected.
- Server path: World::densityAt answers without render meshes. Physics cooking not available
  standalone.
- Hashes (evaluator + 2,226-tile stream) identical at W1/W8/W16. LOD8: 4.446 s for 529 tiles,
  14.25 M field calls, 165 unknown tiles.
- Captures at 60 fps cap + vsync (owner's GPU coil whine). One cliff probe crossed the ~8 GB
  guard (7.69 GiB) and was stopped before capturing.
My review: cap view matches legacy closely, no slab; native cliff is a clean attached ledge
(cleaner than legacy); a few small spikes on the ridge top.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 14:23:38 +02:00
Fr0zkaandClaude Opus 5.5 2c20f9eaea wip(assembler): M1 repair round -- raised block and cliff fixed; native 7x faster than legacy
Luna, M1 repair round: the rectangular raised block and the broken cliff shared one cause,
a type-2 solid AABB in the generated plan; it is now a tapered, terrain-following shelf, and
a negative-control audit catches the old box behaviour; seam classification check passes.
Bound audit 298 boxes / 8,046 samples, 0 misses. Evaluator and 120-tile density/mesh/payload/
topology hashes identical at W1/W8/W16. Cave regression: walkability 5,642/5,642, 64/64 tiles.
Legacy mismatch unchanged (0 biome mismatches, 18.14% signs).
Speed (matched workloads): 120-tile full detail 0.089 s native vs 0.625 s legacy; 529-tile
clipmap 3.858 s vs 11.687 s -- 2.29 s above the ~1.57 s aim; LOD8 dominates (165 unknown
tiles, 13.27 M field calls, 10.88 M column-cache misses).
My capture review: coast matches legacy closely; surface clean but a dark flat slab on the far
horizon; cliff shelf renders as a stack of thin plates with back faces showing (sub-voxel
shelf thickness suspected).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 01:22:30 +02:00
Fr0zkaandClaude Opus 5.5 fcb16fd265 wip(assembler): M1 round 2 -- surface recipe closer to legacy; native still slower and visibly buggy
Luna, M1 round 2 of 4: round 1's mismatch was an underfit recipe (two synthetic profiles,
missing large-scale surface terms). Now: biome IDs match 4,096/4,096, mean height offset
-1.366 vox, density MAE 274.04 -> 17.23 vox, sign mismatches 55.2% -> 18.14%. Bound audit
298 boxes / 8,046 points, 0 misses, negative control caught. Hash c5e0371612e927af at
W1/W8/W16. Surface query 8-14 ms / 4,096 points. Matched 3D capture pairs added.
Problems (my review of the captures + her timings):
- matched 120-tile views: full-detail readiness 5.227 s native vs 2.882 s legacy -- SLOWER;
- surface capture shows a rectangular flat-topped raised block with vertical walls
  (tile/patch-level height bug, inferred);
- cliff capture is broken (floating shard, debris trail), not a cliff.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 00:38:55 +02:00
Fr0zkaandClaude Opus 5.5 874c796c65 wip(assembler): M1 round 1 -- manifest format, block contract, bound audit, native Heightfield2D
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md):
- Versioned fixed-scale world manifest (the shipped plan format) and the Core block
  contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels.
- Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound
  is detected (negative control).
- Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at
  W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density
  error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries
  match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles).
- Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty;
  top-down height maps are the only usable pair).
Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route
law for automatic changes only) and three plugin files + BuildHost scripts that earlier round
commits had missed (also fixed on unreal/core-integration as 2574b56).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 00:04:30 +02:00
Fr0zkaandClaude Opus 5.5 d5ce5d675d design: world assembler -- Luna D3 + Agreed design v1, signed off by both
Plan per finite strate shipped in the season manifest (fixed-scale, hashed); peers evaluate.
Milestones: M1 SurfaceWorld native (4), M2 sharp-mesher decision (2), M3 FloatingIslands (3),
M4 route edits + water law (2); each ends in the owner's game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 23:28:50 +02:00
Fr0zkaandClaude Opus 5.5 1cf25eff30 design: world assembler -- Luna D2 + Claude response
Design-only. D2: hybrid sharp-feature mesher, interval-or-unknown with directional Lipschitz
fallback, Heightfield2D column path, SurfaceWorld and FloatingIslands recipes as data,
milestone plan. Claude: plan shipped in season manifest?, surface first, every milestone in game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 23:24:25 +02:00
Fr0zkaandClaude Opus 5.5 61ce0dee4b design: world assembler discussion -- Luna D1 + Claude response
Design-only (no code): planner + fast shape assembler for all strate types.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 23:12:59 +02:00
Fr0zkaandClaude Opus 5.5 7661fe9d24 wip(unreal): round 5 (stopped early) -- all 15 passage/strate probes walkable
Luna, round 5 goal 1 only (stopped by owner decision before the SurfaceWorld port):
- Worm and Cascading passages now pass walkability; the wide floor stays clipped while the
  narrow route core stays open.
- Hidden third failure found and fixed: long VerticalShafts diagonal legs were dropped from
  Core's spatial bins by a 100,000-bin safety cutoff (invisible to density queries);
  conservative bins restore them (18,570/18,570).
- All 15 saved probes pass a walkability-only gate; build-time walkability gate added.
NOT re-verified before the stop: W1/W8/W16 hashes, BuildHost UBT/actor run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 22:50:54 +02:00
Fr0zkaandClaude Opus 5.5 d696463c68 wip(unreal): round 4 -- strate-type coverage matrix; SurfaceWorld via exact legacy bridge
Luna, integration round 4 (owner requirement: Core must know every strate type).
Coverage, Core vs legacy owner field (one probe per type, 686,000 LOD0 samples):
  TunnelNetwork approximate (2.17% signs differ); FlatPlain / CrystalChamber native slab
  fields missing (generic cave, 1.28%); Maze missing (13.3%); VerticalShafts missing (no
  shaft surface); FloatingIslands missing (95.8%); Underwater approximate + no water.
  SurfaceWorld: exact density (0 sign changes, LOD0-3 hashes match) through the copied
  legacy evaluator -- but at legacy cost: full view 23.1 s vs legacy 23.9 s (Core caves
  without surface 0.785 s).
  Passages: SlopedTunnel/VerticalShaft/Spiral pass walkability; Cascading (365/1,495) and
  Worm (109/1,490) FAIL. Transitions approximate (1.2-1.3%).
BuildHost UBT + actor validation pass (SurfaceWorld layout: 2,553 visual keys, 448 LOD
transitions, biome query). Small owner/Core capture pairs in core_strate_coverage/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 22:29:15 +02:00
Fr0zkaandClaude Opus 5.5 75210e56f3 wip(unreal): round 3 -- owner's in-game defects classified; opening room fixed; Core biome query
Luna, integration round 3, from the owner's four in-game screenshots:
- Capsule rings at the opening and the shaft continuing through the cave room were Core
  world defects: the synthetic bore is removed and the opening gets a finite origin room
  and floor (solid below). New world version, W1/W8/W16 identical: density
  a8bcb72d41092503, mesh 90f29ba15e24579f, payload 82c6b489e7bb7fd7, topology
  7b99448a1f844f2c.
- B-side landing and surface: headless coverage found no missing tiles or LOD-transition
  gaps (960 / 640 fine tiles compiled after travel); best explained by Core's missing
  SurfaceWorld representation. Null-RHI cannot rule out a presentation-only issue.
- Core mode GetBiomeAtWorldLocation now answers (e.g. Biome_Surface_Plain); biome
  terrain itself is not generated yet (proposal: native Core SurfaceWorld evaluator).
Owner checked the Step29 viewer himself: the surface strate type is absent there too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 21:45:49 +02:00
Fr0zkaandClaude Opus 5.5 075e58187e wip(unreal): AVoxelWorld Core mode -- streaming, collision and carving through VoxelForgeCore
Luna, integration round 2 (BuildHost only): AVoxelWorld::bUseVoxelForgeCore (default
false) routes desired tiles, generation, upload/collision and carving through Core.
Core-only CoreClipRadius=3 / CoreMaxClipLevel=8 (owner's asset untouched); 25 cm Core
voxels in every cm<->voxel conversion; legacy brush sizes scaled to keep physical size;
UE-task JobScheduler, epoch-checked Mpsc results, existing RMC upload + collision cook;
carving via sequenced applyEditTransaction. Switch off: BuildDesiredTiles takes the old
path unchanged.
BuildHost proof (actor commandlet, staged copies of the owner's assets): all 2,226
initial tiles hash-match standalone Core; collision bodies as expected; anchor move
requests 1 / releases 1 tile; carved tile hash matches standalone; peak ~2.68 GiB.
Legacy CrossPlatformDigest automation: 115,000 samples pass (wrapper flagged an
analytics write outside isolation).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 20:33:46 +02:00
Fr0zkaandClaude Opus 5.5 29ca99af7f wip(unreal): VoxelForgeCore UBT module + asset adapter reproduce the standalone world
Luna, integration round 1 (BuildHost only; owner's project and assets untouched):
- New runtime module VoxelForgeCore: one shim per Standalone/Core/core_sources.txt row
  (sources stay canonical under Standalone/), NoPCH/no unity, manifest check; VoxelForge
  links it (no runtime routing yet). UE link-safety audit: 18 shims, 83,843 symbol lines
  vs 399 Unreal-style names, 0 clashes.
- Adapter (editor commandlet path) turns staged copies of the owner's DA_* assets into
  schema-v1 JSON; with clip_radius=3/max_clip_level=8 it reproduces all four Core hashes
  (0xdb2991c73215af4c, 0x8236c5edd7fc8e4f, 0x4c48fa75a543d58e, 0xbea22e76b34a4dfc) and
  walkability 5,642/5,642 at worker limits 1, 8 and 16.
- Noted: the owner's settings asset says max clip level 6 (standalone used 8); Core uses
  25 cm voxels vs the plugin runtime's 12.5 cm.
Not done yet: AVoxelWorld switch and Core runtime route (round 2).
Docs: CODEMAP, ARCHITECTURE, SHARED_CPP_LIBRARY_PLAN, UNREAL_INTEGRATION_REPORT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 19:38:18 +02:00
Fr0zkaandClaude Opus 5.5 a1dfc0422e 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
2026-10-08 18:39:20 +02:00
Fr0zkaandClaude Opus 5.5 61106be142 wip(standalone): GPU step 29 -- viewer no longer self-resets affinity; per-exe shader bundles; W16; CPU route now fastest
Luna: the viewer reset itself to BelowNormal (since step 3) and 0xFF00 (since step 11)
at startup, overriding the runner; every earlier "full machine" race started on 8 CPUs
until the runner reapplied the mask. Fixed in viewer and agreement runner. Core
worker clamp raised to 16 (W1/W8/W16 hashes identical). Shader binaries now pinned per
executable (precompiled/<exe>/); Step27 control rebuilt from 7d1808f with only the
bundle lookup backported. Tried CPU fallback for skirted near tiles: -0.74 GiB GPU
memory but 2,934-4,086 missing pixels in four remote views, so GPU skirts stay default.
Audits: hashes W1/W8/W16, walk 5,642/5,642, near/far HW+WARP 0 diffs, both survivals
pass (7.00 GiB), ten captures 0 missing pixels.

My runs outside the sandbox (driver cache warm, marker removed first):
  0xFFFF Normal: CPU 1.121 / 1.081 / 1.040 s
                 GPU miss 1.324 s; cached 1.340 / 1.353 / 1.293 s (2,073-2,074 GPU tiles,
                 timestamps 463-471 ms)
  0xFF00 BelowNormal: CPU 1.305 / 1.302 s; GPU cached 1.678 / 1.692 / 1.756 s
  Same-session, own shader bundles, 0xFFFF: Step27 GPU cached 1.205 / 1.212 / 1.198 / 1.180 s;
                 Step29 GPU cached 1.359 / 1.367 / 1.366 / 1.333 s
=> the GPU route now loses to the CPU route by ~0.25 s on the full machine.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 18:30:39 +02:00
Fr0zkaandClaude Opus 5.5 5aa285c3ef wip(standalone): GPU step 28 -- skirted near tiles on GPU (correct, but SLOWER); 16 shape workers
Luna: near skirts were CPU-only by implementation gap, not correctness. Ported with
near-resolution refinement and overflow fallback; near-probe preparation split out so
the skirt kernels no longer inline the near field (first attempt: two fxc /O3 compiles
ran 10.5 h and were stopped). Shape compile proven identical at W1/W8/W16.
-SkipCpuDetailBand retired (154/640 skirt audit failures, +174 ms planning).
Audits: hashes W1/W8/W16, walk 5,642/5,642, whole-near 960 tiles + 640 skirt faces
0 sign/topology diffs (one 0.001 cm vertex-key delta), far/thin 0 diffs, both
survivals pass with 2,074 candidates at 7.00 / 7.02 GiB (was ~6.2), ten captures pass.

My runs outside the sandbox (Step28.exe). NOTE the machine was ~25% slower than last
night for every build (step 27 CPU full machine 0.97-1.02 s at night, 1.22-1.29 s now):
  0xFF00: CPU 1.337 / 1.291 / 1.295 s; GPU miss 1.337 s;
          GPU cached 1.663 / 1.424 / 1.617 s (GPU tiles 1,427 / 2,072 / 1,222)
  0xFFFF: CPU 1.221 / 1.231 / 1.236 s (step 27 same session 1.285 / 1.222 s)
          GPU cached 1.582 / 1.550 / 1.416, 1.635 / 1.441 / 1.470 / 1.445 s
          (GPU tiles vary 593-2,074; timestamps up to ~470 ms)
=> GPU route now slower than the CPU route measured alongside it. Step 27 GPU control
   was not clean (both exes load the same precompiled .cso files).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 17:07:40 +02:00
Fr0zkaandClaude Opus 5.5 7d1808fdf2 wip(standalone): GPU step 27 -- slot-overflow fallback, -SkipCpuDetailBand (slower), -AffinityMask; full machine cached 0.93 s
Luna: normal completion path reads the raw vertex count before residency; an
over-cap count or failed readback falls back to CPU meshing. Max seen 18,153 of
19,456 vertices at (2,-9,-4,lod1) -- 1,303 headroom for this seed only.
Consumer map: 320 GPU near, 640 CPU near (skirted), 1,114 GPU far, 152 CPU far.
Exceptions are exported separately from roughness. Opt-in -SkipCpuDetailBand skips
CPU roughness for GPU-owned near visuals (lazy exact reconstruction on query).
Runner gains -AffinityMask (default 0xFF00) and -NormalPriority.

My runs outside the sandbox (Step27.exe, marker removed first):
  half machine (0xFF00, BelowNormal), interleaved:
    CPU 1.374 / 1.285 / 1.296 s
    GPU miss 1.330 s; cached 1.151 / 1.143 / 1.129 s (1,434 GPU tiles)
    GPU cached + -SkipCpuDetailBand 1.316 / 1.303 / 1.307 s -- SLOWER: detail apply
      331 -> 297 ms, but intervals+signs 112 -> 286 ms (the plan), shape 557 -> 692 ms
  full machine (0xFFFF, Normal), interleaved:
    CPU 1.004 / 1.015 / 0.974 s
    GPU cached 0.931 / 0.930 / 0.925 s -- first sub-second launches
Audits (Luna): hashes w1/w8, walk 5,642/5,642, near (skip) / far 0 sign/topology
diffs vs CPU and WARP, auto + cold survival pass, ten captures pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 04:11:23 +02:00
Fr0zkaandClaude Opus 5.5 7d92e148a9 wip(standalone): GPU step 26 -- first launch fixed again; device-removed was our readback overrun
Luna: on a marker miss the deferred warmup no longer gates the initial view
(starts after the full CPU view is presented). The forced-cold DXGI 0x887A0005 was
ours: GetDeviceRemovedReason = DEVICE_HUNG after the audit readback of tile
(-7,-7,0,lod8), slot 1433 -- the readback copied the theoretical 61,440-vertex maximum
from a 19,456-vertex pooled slot, 41,984 vertices past the end of the last chunk's
buffer. Readback now clamps to slot capacity (audit-only path; normal launches never
read back). Auto and forced-cold survival both pass (1,434 submissions, ~44.6 s, <8 GB).
Added a no-write option for the warmup marker. Direction answer in LUNA_DIALOGUE.md.

My runs outside the sandbox (Step26.exe, marker removed first, interleaved, -Timeline):
  CPU 1.299 / 1.291 / 1.266 s
  GPU marker miss 1.319 s (all-CPU, = CPU again; step 25 was 2.015 s)
  GPU cached 1.151 / 1.122 / 1.138 s, all 1,434 GPU tiles (timestamps 243 / 307 / 241 ms,
      max dispatch 6.3 / 66.7 / 5.2 ms)
Audits: hashes w1/w8, walk 5,642/5,642, near/far 0 sign/topology diffs vs CPU and
WARP on protected/thin, ten captures pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 03:22:38 +02:00
Fr0zkaandClaude Opus 5.5 20acf57678 wip(standalone): GPU step 25 -- shape profile, roughness endpoint reuse, export before CPU frame; first launch REGRESSED
Luna: shape_compile profiled (8 workers, detail band ~323 ms of ~545 ms over 9.39M
candidates; roughness dominates). Exact vertical roughness endpoint reuse in
ShapeWorldInternal.h, hashes unchanged: ~548-577 -> ~535-548 ms. Overlapping
pipeline/pool with shape or streaming made things slower, so it stays serial (pool
precompile now 4-20 ms). Export starts before the first CPU frame. Marker-miss stall
reproduced and gated differently; the forced-cold survival audit now hits
DXGI 0x887A0005 (device removed) on a timestamp query and is NOT passing. Auto
survival passes (6.16 GB). The vertex count at InitialClipmapReady counts CPU
batches only (GPU-resident tiles excluded) -- confirmed counting, not missing geometry.

My runs outside the sandbox (Step25.exe, marker removed first, interleaved, -Timeline):
  CPU 1.329 / 1.295 / 1.318 s
  GPU cached 1.152 / 1.170 / 1.137 s, all 1,434 GPU tiles (timestamps 292 / 260 / 356 ms,
      max dispatch 19.0 / 15.9 / 75.2 ms)
  GPU marker miss 2.015 s -- REGRESSION vs step 24's 1.336 s. CPU had all 2,226 tiles by
      ~1.3 s, but near_all_tiles_ready waited for the post-view shader warmup
      (queue 1,025 ms, finished 1,955 ms; handoff cpu_started=1434 takeover=0).
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, ten captures 2+2 edge pixels as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 02:55:32 +02:00
Fr0zkaandClaude Opus 5.5 94d50edb47 wip(standalone): GPU step 24 -- warmup policy off the critical path; first launch = CPU
Luna: warmup policy (marker read, hashes, adapter query) now resolves on a
background thread; startup fflush(stdout) removed (a redirected flush measured
136 ms). Device-init -> generation-setup gap 0.056 ms on the miss route.
Deferred-batch replay runner reproduces 85-86% of the viewer's GPU time
(240 vs 279 ms); the old "10x" compared one LOD2 tile to a mixed LOD0-8 mean.
Remaining sequence-dependent spikes (11-29 ms on tiles that take ~0.1 ms alone)
are unexplained. Open: a marker-miss survival audit once stalled after
[CpuReadyFrameBeforeGpu].

My runs outside the sandbox (Step24.exe, marker removed first, interleaved, -Timeline):
  CPU 1.350 / 1.281 / 1.266 s
  GPU marker miss 1.336 s (all-CPU fallback, generation setup at 88 ms)
  GPU cached 1.167 / 1.166 / 1.168 s (GPU timestamps 220 / 255 / 205 ms,
      max dispatch 5.6 / 22.0 / 1.0 ms; 1,134-1,236 GPU tiles)
  Steadier than step 23 (1.07-1.17) but not faster; <=1.0 s not reached.
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, survival 6.19 GB, ten captures 2+2 edge pixels as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 02:06:49 +02:00
Fr0zkaandClaude Opus 5.5 bb082f3ae9 wip(standalone): GPU step 23 -- skip empty connector-ring dispatch; cached 1.07-1.17 s
Connector-ring kernel skipped when a tile has no rings, no connector vertices and no
visible skirts (skirted tiles keep it: an earlier variant lost remote coverage, caught
by the captures). Outlier controls: the step 22 67 ms tile runs in ~23 us isolated,
also after a pool touch; no-present control did not remove outliers. Cause unknown.
My runs outside the sandbox (Step23.exe, marker removed first, interleaved, -Timeline):
  CPU 1.360 / 1.294 / 1.287 s
  GPU cached 1.168 / 1.072 / 1.151 s (GPU timestamps 295 / 245 / 264 ms,
      max dispatch 52.7 / 9.2 / 35.0 ms)
  GPU marker miss 1.449 s. Measured: on the miss route, device-init end to
      generation-setup begin takes ~132-155 ms (s22 a/e, s23 a) vs ~3.5 ms on the
      match route; s22 f (miss) was 3.5 ms. That gap explains the slow first launches.
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, survival ~6.14 GB, ten captures as step 22.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 00:32:13 +02:00
Fr0zkaandClaude Opus 5.5 052b6de354 wip(standalone): GPU step 22 -- startup multi-batch pump, pool before handoff: cached 1.12-1.20 s
Per-batch GPU timeline (submit, timestamps, query, consume). Startup Draws submit
several ready batches per pump (80 ms startup budget, 16 ms per batch); the output
pool is reserved before the warm-up-pending deferral.
My runs outside the sandbox (Step22.exe, marker removed first, interleaved):
  CPU 1.295 / 1.314 / 1.284 / 1.342 s
  GPU cached (marker match, -Timeline): 1.197 / 1.121 / 1.133 s
      (1,124 / 1,380 / 1,415 GPU tiles; output pool at 655-680 ms in all three)
  GPU marker miss: 1.446 (-Timeline), 1.447, 1.312 s (no -Timeline). The 1.447 run's
      shape compile ended at 776 ms vs 634-643 ms in its neighbours, so this is
      startup variance, not a clear regression; to be watched.
Known tradeoff: startup pumps can stall the main thread 65-108 ms (submit calls run
past the budget); fine before the first view, to check in an interactive viewer.
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, survival ~6.2 GiB, ten captures as step 18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 00:00:06 +02:00
Fr0zkaandClaude Opus 5.5 38f6009200 wip(standalone): GPU step 21 -- GPU input export shares the 8 workers (3:1 priority); no wall gain
Export tasks interleave with CPU tile jobs on the existing pool. Slow-dispatch keys
are logged (>5 ms, with -Timeline).
My runs outside the sandbox (Step21.exe, marker removed first, interleaved, GPU with
-Timeline):
  CPU 1.356 / 1.321 / 1.277 s
  GPU 1.453 (marker miss, 0 GPU tiles) / 1.249 / 1.216 / 1.217 s (match)
Export now starts at 686 ms in run c (was ~850), but the whole view is unchanged
(1.216 s): from first input (721 ms) to ready (1,216 ms) the GPU path spends ~500 ms
wall for ~255 ms of GPU timestamps. In runs b/d the output pool itself began late
(~860-875 ms). Slow tiles: (0,-6,-5,lod1) 28.5 ms, (-4,-15,-3,lod0) 11.3 ms,
(-3,-13,-2,lod0) 8.2 ms, all ordinary near-detail tiles.
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, survival 6.13 GiB, ten captures as step 18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 23:20:42 +02:00
Fr0zkaandClaude Opus 5.5 2cb3344e1b wip(standalone): GPU step 20 -- detail band batched by 8 columns; gap instrumented
ApplyDetailBand claims eight adjacent columns per batch, keeping each column's scalar
order: shape stage ~586 -> ~566 ms in Luna's profile. Hashes w1/w8 identical.
My runs outside the sandbox (Step20.exe, marker removed first, interleaved):
  CPU 1.319 / 1.287 / 1.288 s
  GPU 1.320 (marker miss, 0 GPU tiles) / 1.244 / 1.215 / 1.219 s (match, ~1,400 GPU)
Shape compile 549-570 ms in both modes. The 669-821 ms gap in cached runs is still
there: export starts only after [ChunkCrossingWork] reports the ~840 CPU tiles
(LOD0-2) finished, so GPU export waits behind CPU meshing on the shared workers.
Slowest GPU tile 1.7 / 18.4 / 27.3 ms in runs b/c/d.
Audits: hashes, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and WARP,
thin 353, survival 6.14 GB, ten captures as step 18. Far vertex-distance diagnostic:
247 bound failures (max 64.56 cm), unchanged since step 16.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 22:35:22 +02:00
Fr0zkaandClaude Opus 5.5 89fd9a0021 wip(standalone): GPU step 19 -- streamed GPU input export; RUNNERS.md
GPU tile inputs are published as workers finish (LOD then camera distance); first
batch at 32 ready, later batches up to 256. Export wall 224 -> ~105 ms. A camera-near
partial shape compile was tried and removed (duplicated work, missing inputs).
My runs outside the sandbox (Step19Stream.exe, marker removed first, interleaved):
  CPU 1.380 / 1.332 / 1.302 s
  GPU 1.358 (marker miss: 0 GPU tiles) / 1.409 / 1.263 / 1.246 s (marker match,
      ~1,400 GPU tiles, warm-up queue 5-6 ms)
Cached timeline (run d): shape compile 70-652 ms, idle gap 698-850 ms, export
850-954 ms, GPU tail to 1,246 ms (235 ms GPU timestamps). Run b: one 15 ms tile,
ready 1.409 s. Target <= 1.0 s not met.
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, survival pass, ten captures as step 18, peak 6.17 GB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 22:09:29 +02:00
Fr0zkaandClaude Opus 5.5 2fea2710f7 wip(standalone): GPU step 18 -- warm-up marker: hybrid now wins cached and ties first launch
App-owned marker (bin/VoxelForgeGpuWarmup.state: adapter, driver, shader sources and
binaries). Miss -> CPU builds the first view, shader warm-up runs after it. Match ->
warm-up overlaps startup, at Normal thread priority (was Idle).
My runs outside the sandbox (Step18.exe, marker removed first, interleaved):
  CPU 1.395 / 1.363 / 1.329 s
  GPU 1.409 (marker miss, cold driver: 0 GPU tiles, warm-up 683 ms after present)
      / 1.290 / 1.278 / 1.289 s (marker match: warm-up queue 4.6 / 3.6 / 191 ms,
      GPU took 1,394 / 1,410 / 1,115 tiles, CPU mesh sum 5.1 -> 1.3-2.0 s,
      GPU busy 206-227 ms)
Cached target was <= 1.26 s: not met. With the GPU taking almost every tile, the
wall barely moves, so the rest of the 1.28 s is outside meshing. Known risk: if the
marker matches but the driver cache was evicted, the launch pays ~2.2 s (Luna's
sandbox runs).
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 tiles 0 diffs vs CPU
and WARP, thin 353 cells, survival 6.14 GB, ten captures (2+2 edge pixels as step 17).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 21:07:05 +02:00
Fr0zkaandClaude Opus 5.5 6f2d33e0a9 wip(standalone): GPU step 17 -- far skirt-depth fix (LOD3/4 back on GPU); adaptive start trades cached speed for first-launch
Coverage: the broad missing patch on far tiles was GPU skirt depth using the LOD key
step instead of the exported coarse mesher step (800 vs 1,600 cm at (6,2,0,lod3)).
Fixed; tile pixel-identical to CPU, 680/680 + 64/64 triangles, 1,434 GPU-eligible
tiles (was 1,082). Audits: hashes w1/w8, walk 5,642/5,642, thin/protected 0 diffs
vs CPU and WARP, survival 6.15 GB.

Adaptive start: CPU owns the first view while the shader queue is pending.
My runs outside the sandbox (Step17.exe, interleaved):
  CPU 1.375 / 1.363 / 1.354 s
  GPU 2.040 (first launch of build; 0 GPU tiles, CPU worker sum 6.98 vs 5.05 s)
      / 1.279 / 1.337 / 1.328 s
Cached warm-up queue now 329-632 ms (step 16: ~3 ms), so GPU took 258 tiles
once and 0 twice: cached GPU ~= CPU, a regression from step 16's 1.26 s.
First launch improved 3.09 -> 2.04 s but still loses to CPU. Also adds
STEP16_REPORT.md, missed in 666dfb8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 20:36:40 +02:00
Fr0zkaandClaude Opus 5.5 666dfb811c wip(standalone): GPU step 16 -- CPU cold drain; hybrid beats CPU once shaders are driver-cached
CPU uploads now bypass the 4-batch / 2 ms cap until the first resident view.
Luna's race (inside the Codex sandbox): CPU 1.354 s vs GPU 3.152 s, warm-up
queue 1.16-1.21 s on every launch. My runs outside the sandbox, same binary
(Step16FairRace, RunGpuFarViewer, interleaved): CPU 1.497 / 1.359 / 1.334 s;
GPU 3.088 (first launch of this build, warm-up 1,287 ms) / 1.262 / 1.260 s
(warm-up 3.2 / 3.1 ms). AMD DxCache was written at my GPU launches (08:46:57,
09:33:37) and never during Luna's runs: the sandbox cannot persist the driver
shader cache, which is why every one of Luna's launches paid the compile.
Audits: hashes, walk 5,642/5,642, 0 diffs vs CPU/WARP, survival 5.10 GB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 09:34:22 +02:00
Fr0zkaandClaude Opus 5.5 c152708a67 wip(standalone): GPU step 15 -- cold-start drain: hybrid whole view 3.2 -> 1.25-1.68 s
Timeline showed the post-export window was frame-paced: the 4-batch / 2 ms
per-frame upload budget held CPU-fallback tiles up to 755 ms after they
finished, and 35 GPU batches drained one per frame. Before the first whole
view, GPU work now drains as one batch and CPU fallback starts with GPU input
preparation (--gpu-far-no-cold-drain = paced control).

Luna's race: CPU 1.393 s vs GPU 1.677 s. My interleaved runs (Step15Timeline,
RunGpuFarViewer): GPU 2.902 (first launch) / 1.252 / 1.209 s; CPU 2.196 /
2.250 / 2.061 s. The CPU viewer still uses the paced upload budget at cold
start (stream 674 -> 2250 ms in my runs vs 741 -> 1422 in Luna's), so the
race is not yet fair. Audits: hashes, walk 5,642/5,642, 0 diffs vs CPU/WARP.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 08:47:36 +02:00
Fr0zkaandClaude Opus 5.5 f322b1c089 wip(standalone): GPU step 14 -- warm-up 2.04 -> 1.05 s; cold path now waits on streaming, not shaders
Per-kernel fences in the production viewer put 1.73-1.98 s on the near-detail
Flush (shader creation 17-19 ms, dispatch calls ~0): skipping only that
dispatch cut idle warm-up 1.893 -> 0.521 s. Near detail rewritten with a
shared owner-roughness loop and shared Perlin samples: DXBC 448,588 -> 120,860
bytes, cold first use 1,596 -> 709 ms. Warm-up median 1.052 s, yet whole view
is unchanged (CPU 1.352 s vs hybrid 3.196 s): after input export the hybrid
spends 1.78-2.00 s streaming 1,082 GPU + 1,144 CPU-fallback tiles.
Audits: 0 diffs near/far vs CPU and WARP, hashes, walk 5,642/5,642, survival.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 08:03:00 +02:00
Fr0zkaandClaude Opus 5.5 a96fd0b95b wip(standalone): GPU step 13 -- near base/skirts/connectors cheaper to compile; warm-up still ~2.0 s
Cold first use: near base 4.2 ms, near detail 1,595 ms (the floor), connector
rings 630 -> 409, skirt classify+emit ~1,409 -> 366. Production warm-up is
still ~2.03-2.06 s; whole view median CPU 1.356 s vs hybrid 3.044 s.
Near 960 + far 1,114 tiles: 0 topology/protected/thin diffs vs CPU and WARP;
hashes, walk 5,642/5,642, survival pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 07:41:31 +02:00
Fr0zkaandClaude Opus 5.5 05b1523c54 wip(standalone): GPU step 12 -- far evaluator cold use 1704 -> 3 ms; near detail now the floor
Split ordinary far evaluation from near-detail evaluation; [loop] in connector
refinement and skirt clipping. Cold first use: EvaluateFarField 1704 -> 3.3 ms,
connector rings 775 -> 630, skirt emit 948 -> 909, near detail 1783 ms (the
floor). Warm-up still ~2.2 s; whole view CPU 1.351 s vs hybrid 3.210 s.
Output-slot reuse fixed: crossing probe 1/1, 2,226/2,226 tiles. Audits: 0
topology/protected/thin diffs vs CPU and WARP, hashes + walk unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 06:51:53 +02:00
Fr0zkaandClaude Opus 5.5 7f64e2e0aa wip(standalone): add missing GPU skirt shader binaries and step 6-8 scripts/report
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 06:14:04 +02:00
Fr0zkaandClaude Opus 5.5 b6ac950073 wip(standalone): GPU step 11 -- per-shader cold cost measured; far EmitCS split, still CPU wins
Cold first-use per shader (queue ms): EvaluateFarField 1757, EmitNear 2429,
FarConnectorRings 784, FarSkirts 507+975; the far EmitCS dropped 2327 -> 3.2
by splitting out the near midpoint fallback into EmitNearCS. Warm-up under
0xFF00 ~2.0 s (worker count and thread priority do not change it; 0xFFFF run:
1.71 s). Whole view median CPU 1.428 s vs hybrid 3.154 s. Audits unchanged.
AMD DxCache was last written 2026-10-06 23:27 -- shaders may no longer be
cached across launches (unverified).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-07 06:13:59 +02:00