Commit Graph
461 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 9898e057fd wip(assembler): rounds L5+L6 -- Linux far-terrain captures and screen-space gate (world unchanged)
Linux offscreen capture (EGL/GLES pbuffer; llvmpipe in the sandbox) and an opt-in screen-space gate
for LOD>=3 (normal distance projected at each LOD's closest display distance, 1 px at 1440p =
0.61 mrad). The gate rejects the S13 octave-drop and stride-2 controls, fault injections, and a
vertical-vs-screen control. Finding: today's far meshes differ from the field by up to 92 px, and
LOD swaps snap mesa rims by tens of px (p50 0 px), a silhouette effect of plain LOD switching. The
octave cutoff was dropped: nothing qualified, and octaves are a small share of far time. Off-path
cost: reviewer interleaved W12 within noise vs L4 (+0.6% median). Hashes = L4.
Largest far lever measured: column work outside noise, 34% of far worker time (duplicate XY across tiles).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ED33VnqepD4YY6gDAAA832
2026-10-19 21:10:08 +02:00
Fr0zkaandClaude Opus 5.5 7770074503 wip(assembler): round L4 -- lazy per-thread caches: 17.3 MiB -> 43 KiB per thread, view 7% faster
VoxelForgeCoreThreadLocal::FLazy<T> (new public header ThreadLocalStorage.h) makes every large
thread_local cache a pointer that heap-allocates on that thread's first use (still worker-private,
lock-free). Static TLS 17.33 MiB -> 43 KiB (initialised image 5.8 MiB -> 21 KiB); worker start
5.2 -> 0.12 ms; idle worker RSS 17.7 MiB -> 52 KiB. Linux workers back to 8 MiB stacks.
World unchanged (L1 hashes Clang off/GCC default, W1/W12; FloatingIslands seed 0).
Reviewer interleaved W12: 2.256 -> 2.091 s. MSVC/UBT not compiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ED33VnqepD4YY6gDAAA832
2026-10-19 19:16:14 +02:00
Fr0zkaandClaude Opus 5.5 046f2af495 wip(assembler): round L3 -- Core forces FP contraction off and refuses to generate if it can't
CoreNamespacePreamble.h applies per-compiler contraction-off pragmas (Clang, MSVC, GCC; unknown
compiler = #error) and a fused-multiply-add self-test that World::compile runs before building.
Clang -ffp-contract=on and GCC's default (fast) now reproduce the L1/Windows hashes (they diverged
in L2); Clang -ffp-contract=fast ignores the pragma and is refused at startup (negative control).
Seed sweep with every cube on real terrain: 48 seeds x 2 recipes x 3 builds x W1/W12, 576 runs,
0 mismatches, 0 empty meshes. Cost +0.5% (2.326 -> 2.337 s, interleaved). World unchanged.
MSVC/UBT not compiled here: Windows to-do list in Linux3/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:51:07 +02:00
Fr0zkaandClaude Opus 5.5 303b7b9f24 wip(assembler): round L2 -- the cross-platform hash check can fail; FP contraction changes the world
Clang -ffp-contract=on/fast and GCC's default (fast) all change the density hash on the L1 view;
contraction off reproduces L1 (= Windows S13) at W1/W12. Seed sweep: 48 FloatingIslands seeds and
14 effective SurfaceWorld seeds (34 of 48 fell on a seed-independent cube) match across Clang/GCC
and W1/W12. Standalone gains --seed/--recipe/--render-distance-chunks (viewer + headless) and a
Windows replay script. Linux standalone workers get 32 MiB pthread stacks (TLS is 17.3 MiB/thread),
so no external stack limit is needed. No Core or world-output change; MSVC compile unverified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:18:34 +02:00
Fr0zkaandClaude Opus 5.5 1276fd11e3 wip(assembler): round L1 -- Linux baseline on abyss: Linux world identical to Windows
Headless Linux benchmark/hash tool (Clang 19 / GCC 14) sharing the viewer's plan builder and
streaming pipeline (moved verbatim into StreamBenchmarkPipeline.h / WorldAssemblyPrototype.h).
Owner Round17 view: density/mesh/payload/topology hashes equal the Windows S13 reference at
W1/W8/W12 (Clang, 3 runs each) and W8 (GCC), with -ffp-contract=off. No output change.
Baseline (i9-12900H, CPUs 0-11, powersave/balance_performance): whole view W8 3.562 s median,
W12 3.512 s, W1 16.555 s; peak RSS < 605 MiB.
Review: the default-stack crash is 17.3 MiB of static TLS per thread (glibc puts it in the
thread stack; HeightfieldColumnCache 6.8 MB), not recursion -- open, after S14.
MSVC compile of the viewer refactor not verified (no MSVC here).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:18:34 +02:00
Fr0zkaandClaude Opus 5.5 ec2afe9c93 wip(assembler): round S14 -- 4-way column cache + memoized MC gradients (output unchanged)
Worker-local XY column cache uses deterministic 4-way sets at LOD3-8: LOD4
misses 8,224 -> 1,437, conflicts 7,407 -> 0 (direct-map control: 6.62 s /
43.5 worker-s vs 4.24 s / 21.7). Exact LOD0 lattice gradients memoized per
tile: MC-exclusive 242 -> 201 ns/sample, two-pass loop unchanged. Hashes
identical, no recipe bump. Primary cold trace 4.24 s full set, ring 0.45 s,
75/75 at 40 m/s; a repeat ran uniformly ~40% slower on every LOD (machine
contention suspected); tick p95 to re-check on an idle machine. CVars
voxel.CoreColumnCacheDirectMapped / voxel.CoreMCGradientMemoization.
Report: Standalone/Research/WorldAssemblerM3/Round18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 17:58:54 +02:00
Fr0zkaandClaude Opus 5.5 bd5e38594f docs(assembler): handoff for the abyss (Linux) research machine
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 16:11:06 +02:00
Fr0zkaandClaude Opus 5.5 87b0e5d8cd wip(assembler): round S13 -- tile cost counted per LOD (diagnostics only, no output change)
Exclusive per-stage tile timers and probes. Findings: LOD0 is MC-exclusive
(10.4 of 14 ms p95, 243 ns/sample); LOD4's 3x cost is column-cache misses
(8,224 vs ~1,600-1,900 at LOD3/5), cap refine secondary; per-tile feature lists
cost ~0.001 ms; cross-worker column repeats common (277k at LOD0). Global octave
drop and stride-2 interpolation probes fail the 2 cm gate. Worker cap 1 kept
(cap 0 worse 40 m/s tick tail). Report: Standalone/Research/WorldAssemblerM3/Round17.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 15:40:25 +02:00
Fr0zkaandClaude Opus 5.5 212814a75c wip(assembler): round S12 -- short ready queue keeps workers fed between ticks: full set 6.0 s -> 4.9 s
voxel.StreamingReadyQueueDepth=8 admits one extra worker-set of prioritized
tasks; voxel.StreamingBackgroundWorkerCap=1 sizes slots to the 8 TaskGraph
background workers actually running tile tasks. Full set 5.96 -> 4.91 s,
LOD0 1.40 -> 1.09 s, ring 0.49 -> 0.51 s, 40 m/s ring 75/75. Tick p95
+0.6 ms spawn / +0.26 ms walk, max flat. No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round16.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 14:29:38 +02:00
Fr0zkaandClaude Opus 5.5 dd9bfd3217 wip(assembler): round S11 -- bounded spawn apply budget: in-game full set 7.1 s -> 6.0 s
Startup apply mode on by default (12 meshes / 14 ms per frame, ends when the
initial set and walkable ring are ready, 30 s cap); normal play keeps the
authored budget. Backlog peak 252 -> 10, LOD8 apply wait 1.1 s -> 4 ms.
Ring 0.49 s, LOD0 1.40 s, 40 m/s ring 75/75. Remaining floor: frame-paced
admission (~8.3 submits/frame, 8 running workers max). No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round15.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 13:03:44 +02:00
Fr0zkaandClaude Opus 5.5 b90d63d0f7 wip(assembler): round S10 -- LOD8 horizon sampled at MC spacing: LOD8 worker time 18.8 s -> 4.3 s
Planar far horizon samples the LOD8 interior at the MC cell spacing, keeping
128-voxel boundary strips; far recipe v3. LOD8 p95 59.8 -> 13.9 ms, spawn
worker-seconds ~41 -> 26.9, full set 7.8 -> 7.1 s, ring 0.49 s, LOD0 1.43 s,
40 m/s ring 75/75. S3/S4 2 cm agreement, 100% cap coverage, W1/W8/W12 and
W1/W8/W16 determinism pass. Report: Standalone/Research/WorldAssemblerM3/Round14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 12:23:18 +02:00
Fr0zkaandClaude Opus 5.5 e7586a1256 wip(assembler): round S9 -- collision look-ahead: ground ring ready on arrival up to 40 m/s and 50 m/s falls
voxel.StreamingCollisionLookahead (default on) predicts the support tile 350 ms
ahead along full 3D velocity and prioritises its 9-tile collision ring. Owner
plan, BuildHost actor: 40 m/s arrival-ready 25/74 -> 74/74 (CVar-off control
15/74); 6/12/25 m/s stay 100%; -Z 50 m/s 93/93. Spawn unchanged (~7.7 s).
Critical LOD0 path at 40 m/s: generation 67 ms p50, RMC body update 38 ms p50.
LOD8 cost counted (native horizon 48 ms of 60), optimisation deferred.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 10:56:54 +02:00
Fr0zkaandClaude Opus 5.5 8440adc742 wip(assembler): round S8 -- region rebuilds no longer stall admission; result backlog capped
voxel.CoreRegionConcurrentAdmission (default on): tiles independent of the
entering region keep submitting while a region page compiles; pages are
immutable shared_ptr owners so running readers survive eviction. 6 m/s: 11
whole-pass skips -> 0, walkable ring ready at every centre change.
voxel.StreamingResultBacklogCap=256 bounds finished results (slow-apply worst
case 125 -> 76 MB). Spawn unchanged at ~7.7 s: LOD8 is 46% of worker time.
At 60 m/s + teleport the collision ring is outrun (102/113 centres).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 09:43:03 +02:00
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 20c6d86f0e wip(assembler): M1 round 4 PARTIAL -- stopped at owner's request (GPU coil whine at night)
Unverified mid-round state (cliff plates / horizon slab / routes in progress). Resume from here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 02:12:39 +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