After the normal visible-apply count is reached and <50% of the 2 ms budget is spent, apply one horizon
result (off during startup boost; voxel.StreamingFarApplySupplement=0 disables). 30 m/s UE, 5 pairs:
far holes 4.38% -> 2.70%, far finish-to-apply p50 1.105 -> 0.114 s, worst tick 14.74 ms (<15.43),
near coverage +0.3 pt, arrival whole-view -313 ms. Geometry unchanged (24/24 hashes), fast tier green.
Adds trace-only RMC proxy publication timing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Policy 3 movement traces (12 s move + 5 s dwell, 3 runs each). Unreal 30 m/s: near LOD0-2
ready while moving 31.6 -> 44.2% (LOD0 15.4 -> 34.7%), world tick p99/max 23.1/28.3 ->
11.3/13.6 ms, dwell completion 3.55 -> 3.22 s; far holes 2.5 -> 4.3%. Walking unchanged (~99%).
Stale work is small (1.9% of moving LOD0 tiles finish out of range); the remaining limit is
sustained generation throughput (8 task slots, p95 worker 105 ms). Near:far stays 4:1.
World unchanged (pinned hashes pass). Fast tier PASS; Linux UE builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Off-grid census by caller (MC midpoints, skirts, far shells); all 63.0M sweep misses accounted
(1.9M exact-route fallbacks, 61.1M counted bound skips). Exact MC midpoint queries memoized by
float bits (Unreal enables it too); feature bounds expanded. L100/L101 whole-view hashes equal in
all four strata (v216 unchanged); 0 added/removed crossings; 15 capture pairs pixel-identical.
Near-ready @W12 L100 -> L101: FI 1.77 -> 1.65, TN 1.66 -> 1.54, SW 0.85 -> 0.84, VS 1.03 -> 1.03 s
(L98 2.28/2.23/1.02/1.11). Fast tier PASS; Linux UE host builds. Unreal arrival traces not obtained
(the runner wrongly applied the 6 GiB address-space cap to Unreal).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
The 50-90 ms UWorld::Tick spikes were the TG_EndPhysics barrier waiting for physics-scene
completion while all 8 TaskGraph workers ran BackgroundHigh tile tasks. Near and horizon tile
generation now run at ETaskPriority::BackgroundLow (helper lanes background); queue depth and
the 8 workers are kept. FI: near set 2.11 s (10 runs), max UWorld::Tick 21 ms, max
EndPhysics->PostPhysics gap 16 ms; SW: 1.32 s, 11 ms. A hard 7-task cap removed spikes but
doubled settle time. World unchanged. Fast tier PASS; Linux UE host builds.
R44 notes (exact passage restructuring: only a full-composer z-column SIMD kernel could
plausibly reach 3x; smaller exact pieces ~1.1-1.2x each) attached.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
- Per-frame passage-overlap scoring over outstanding tiles (added in L85) measured 121 ms for
407 LOD2 candidates; removed (deterministic desired/travel order kept).
- Visibility reconciliation read-locked the Core world per candidate while the far-world build
held the writer lock (162 ms scan, 123 ms lock wait); the immutable render distance is cached.
Visibility now <= 0.17 ms.
- Ready player-support collision tiles stay in the collision-desired set: fixes the L95 SW outlier
(LOD0 (3,0,-47/-48/-50) re-admitted); 6 SW runs without re-admission.
- AVoxelWorld::Tick during the arrival burst: FI p99 3.7-4.3 ms (max 6.0), SW p99 8.2-8.9 ms
(max 11.2). FI still shows rare 40-60 ms world ticks outside our actor scope (engine tick group).
- Near-set times kept: FI 2.06-2.12 s, SW median 1.30 s after first admission. World unchanged.
Fast tier PASS; Linux UE host builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Unreal per-tile timeline: per-tile Core work is not slower than headless (FI 11.2 vs 16.2 ms
per shared key); the gap was tick-paced admission with a small queue (FI ~5.2 of 8 slots busy).
voxel.StreamingReadyQueueDepth default 16 -> 64 (effective 32 with 8 slots, total cap 40);
result backlog cap 256 unchanged. First admission -> LOD0-2 settled: FI 2.72 -> 2.10 s,
SW 2.37 -> 1.31 s (3 of 4 runs; one 6.9 s outlier re-admitting 3 LOD0 keys, cause open).
apply_ms max 4.2 ms (14 ms budget). Frame-interval max 118-145 ms both before and after (open).
World unchanged. Fast tier PASS; Linux UE host builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
- Startup apply boost (24 meshes / 14 ms) now ends on initial LOD0-2 + collision readiness or
the 30 s timeout, not on the first desired-epoch change: FI LOD0-2 settled 3.49 -> 3.40 s.
- Known-empty LOD0 collision classifications persist across unloads within a modification epoch
and are invalidated on edits; commandlet readiness accepts CollisionNotRequired tiles. The 30 m/s
movement trace now passes (no re-requests of the 4 support tiles).
- Startup trace events: SerializeResolvedWorld ~466 ms synchronous in BeginPlay (unchanged);
SW bReady at 2.74 s vs FI 0.75 s (to investigate). Redundant second parse removed.
- Core output identical. Fast tier PASS; Linux UE builds. R42 notes attached.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Tiles with passage-overlap score >= 9 split grid fill over up to 4 helper lanes (disjoint rows,
same per-sample order, join before MC) when workers are idle. FI junction tile fill 173 -> 99 ms;
estimated serial floor ~0.55-0.60 s. Readiness essentially unchanged (FI/TN LOD0-2 ~2.15 s @W12):
the limit is now aggregate work, not single tiles.
Unreal: LOD0-2 ordered by passage overlap before travel/distance (L80 modes kept); far parents
built after LOD0-1, LOD2 gated on them; helper budget via ParallelFor. Unreal null-RHI FI
arrival: LOD0-2 resident at 3.65 s.
All tile hashes identical to L84 (four whole views). Fast tier PASS; Linux UE host builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Policy 3 (headless + Unreal): walkable ring always first; at rest/arrival LOD0-2 before far;
walking interleaves near:far ~4:1 toward heading; fast travel admits far coarse tiles right after
the walkable ring. Hysteresis: walking 0.75/0.35 m/s, fast 12/8 m/s.
Headless, far holes while moving 30 m/s: L77 9.0% / L79 77.2% / L80 8.9%. Cold LOD0-2 ready
(one clean protocol, medians): SW 1.30, FI 3.61, TN 3.07, VS 1.43 s.
Unreal 30 m/s traces end 2,233/2,237 loaded (commandlet readiness exit 1) for all policies.
Passage zero-padding cut: ~50% fewer passage iterations on active tiles, max 6.6 cm surface
displacement, no sign flips; not adopted yet (padding sweep next). World unchanged (v213).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
L78's strict near-first order starved far LODs at 30 m/s (100% far holes, never completed).
Unreal policy 2: once the collision ring is ready, LOD0-2 keep their reserve and far tiles are
admitted as low-priority Horizon work; headless gives far work 1 of every 16 requests.
Moving camera, far holes while moving: 1.4 m/s L77 8% / L78 29% / L79 31%; 30 m/s L77 8% /
L78 100% / L79 72% (completes on dwell). Near readiness while moving at 30 m/s: 52 / 51 / 67%.
Still worse than L77 for fast travel -> speed-adaptive policy next. World unchanged (v213).
Fast tier PASS; Linux UE host builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
- Headless and Unreal schedulers drain the collision-critical ring, then LOD0-2, then far LODs
at low priority. LOD0-2 ready (W8 medians): SW 4.36->1.76, FI 6.89->5.26, TN 4.88->3.22,
VS 2.71->1.56 s. Whole view roughly unchanged (FI/VS slightly later).
KNOWN RISK: far tiles wait until every near tile is ready, so far LODs may starve while
moving fast (to address next).
- Exact composer trims: tile-level upper-mouth candidate list, segment-index min/max rejection
before lower_bound, 64-entry thread-local value-noise corner cache. Passage share 65 -> 63%.
- World exact: 24/24 hash matrix + pinned L75 owner hash. Fast tier PASS. Linux UE host builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Linux UE builds failed on the Core wrapper module: the Linux-only PerModuleInline.gen.cpp saw Standalone/Compat
shadow headers instead of the engine's, and WITH_EDITOR was redefined under -Werror. Compat headers now forward
to the engine headers with include_next for generated Linux module TUs (canonical Core TUs opt into the Compat
definitions via CoreNamespacePreamble.h); CoreMinimal.h undefines WITH_EDITOR first. VoxelForgeCore.Build.cs
enables that forwarding and AVX2 on Linux only; VoxelForge.Build.cs disables Unity on Linux only. Portability:
std::int64_t consistently in VoxelContentManager.cpp; grouped &&/|| in VoxelRedefinedDensityField.cpp. Linux-only
trace fields split Core generateTile / mesh copy / RMC stream build. Standalone Clang and GCC whole-view hashes
are unchanged vs 3202193. The Unreal spawn trace is blocked by the owner's new assets (SW route sweep fails).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Windows MSVC catch-up after abyss L15-L61 (no Unreal there): 64-bit clipmap
shift (C4334), qualified VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel, UHT
metadata and duplicate-signature fixes. Optional CoreGeometry section on
UVoxelStrateDefinition (native caves, lattice, profiled heightfields, named
stamps, rooms/tunnels; off/empty by default), resolved after passage planning.
VoxelForgeAssetVersion 2 converts strate height/transition/gap to metres on
load (exact, 0 m change on the owner's 5 assets; packages never saved).
Gates pass (SurfaceWorld, FloatingIslands, Core-off, M2, W1/W8/W16).
KNOWN REGRESSION vs L14 (2026-10-20, same command, same PC): full set 3.9 ->
5.37 s, worker-seconds 15.8 -> 30, LOD0 1.11 -> 1.69 s, ring 0.50 -> 0.80 s;
not yet attributed (Core L15-L61 vs Unreal side).
Report: Standalone/Research/WorldAssemblerM3/Unreal1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New verify.py sanitize tier (Clang address,undefined,float-cast-overflow; GCC address,undefined;
-fno-sanitize-recover) runs 19 cases per compiler at LOD0-8 across every generator, passages and the
crossing: 0 runtime reports; a planted signed-overflow control is caught by both. A static scan fixed
INT_MIN negation in floor division, unbounded signed LOD shifts and coordinate-times-extent overflow in
VoxelClipmapDesiredTiles.h and VoxelTypes.h (plugin and standalone), and VoxelWorld.cpp, VoxelContentManager.cpp
and VoxelDensityVolume.cpp (plugin only, uncompiled here). Supported-input output unchanged (version 211).
fast/medium/full PASS. Research R31 (self-checked): far-LOD 4-8 cut plan.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
ShapeWorldInternal.h kept an extra ')' after a diagnostic edit was restored post-build, so the L37
commit did not compile; the fixed build reproduces L37's verified owner-world hashes exactly.
Unreal (uncompiled here): SetHardTransitionFallbackForAssembly is const over a mutable runtime flag
(the adapter calls it through a const manager); the legacy fallback clears the flag; VoxelStrateManager
includes <cmath> for std::llround. Adds research R2 (read-only Unreal compile/behaviour review).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Crash: crossing tiles were coalesced into one huge rectangle, and BuildSpatialBins tried to
resize to ~4.3e17 bytes (std::bad_alloc; the L7 32 m failure had the same cause). Analytic
regions now skip unread dense bins and compile in world-aligned 128-voxel pages, published
together; out-of-range keys error before allocation. 24 m, 32 m and 1 km crossings pass
(1 km: 72 pages, peak RSS 700 MiB).
Spawn: World::isTileShapeFree proves LOD0 SurfaceWorld tiles that never read the cave shape;
those start before shape compile, and all others wait. Reviewer W12 no-hash: near ring 0.337 ->
0.159 s, whole view +2.1%. All SurfaceWorld/FloatingIslands hashes unchanged (W1/W8/W12, both
compilers, forced-overlap run). Unreal VoxelWorld.cpp adapter changed but NOT built here.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in
game instead.
1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot
clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres.
2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research
field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled
(ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6,
PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume
res 256). Asset values override these defaults: the owner must double his own.
Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s;
32 m cube (259^3) 0.95 s.
3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds
the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test.
4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass
at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers:
1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen
window, then blank frames); not pursued.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Stopped by low memory (another app at 14 GB; processes failed with 0xC0000142).
r6 (compiled and measured, owner playing during the run), step 2e -> step 2f r6:
crumbs < 1 m^3 (max per profile) 2,898 -> 3 FAIL (0,0,0,0,2,1,3,2)
flakes (shard share / p95 angle) 40.7% / 84.2 deg -> 2.1% / 33.1 deg pass
lattice-scale detail energy 0.832 -> 0.016 pass
grid signature (autocorrelation) 0.666 -> 0.349 pass
min solid share / roof openings 2.7%, 26,657 -> 79.2%, 0 pass
worst profile ring time 642.8 -> 636.3 ms FAIL (6 workers, 259^3)
Step 2e measured 642.8 ms here vs 570 ms idle earlier: the game was costing ~12% during this run.
Brick proofs + audit, seams + injected seam, 1 vs 6 worker determinism pass. After r6, feature
probabilities were lowered to remove the last crumbs: NOT compiled, NOT measured. TraversalSeeds,
in-game captures and the LOD-rejection figure for 2e are still to do. Reject screenshots included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Rebuild plan step 1 (RESEARCH-SPEED-2026-09.md), all behind default-off switches.
A. Direct cook on a dedicated thread, 27-tile support cohort: core cook p50 1.50 ms, p95 2.28 ms;
a 3,949-tri tile 1.67 ms extract+cook. PASSES the 10 ms gate. Through RMC's route the same
support bodies became ready 8.46 s p50 / 10.80 s p95 after their meshes existed: FAILS 150 ms.
Exact-target capsule sweep confirmed (0.75 ms after body update).
B. 100 rapid underfoot digs on CMC with a field override: 883 false-support frames, 0 false-air,
0 invented velocity. CMC's floor comes from collision-scene traces -> step 4 = field-aware Mover.
C. 341 prequeued tiles, render on: cap 4 = 238 applies/s, cap 8 = 476, cap 16 = 639 (drain p95
2.22 ms vs 2 ms gate); first visible 1 frame after release; no RT/RHI backlog. Tune drain,
no grouping needed yet.
D. Same 128^3 region, 64/64 tile hashes equal in export and game. The "263 ns/sample" was export
WALL time with 15 workers sharing a lattice (~3.4 us CPU/sample); game tile time includes
meshing and duplicated borders (+22%); contention cap 1 vs 14: 74 vs 112 ms per tile.
Profiling is not the cause.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Compiled and run (cap 14 / 12 / 8), then stopped: another app held 12.5 GB, free memory fell
under the 6 GB launch floor and processes failed to start (STATUS_DLL_INIT_FAILED).
Measured so far (owner world, 120 s windows):
- 343 L0 tiles, request->collision-ready p50/p95: cap 14 = 262/440 ms, cap 8 = 196/238 ms;
scheduler queue wait p95 141 ms -> 0.9 ms. Initial support tile at cap 14: RMC submit->body
7.47 s, first check->ready 9.73 s; at cap 12: 0.33 s / 2.54 s; at cap 8 a 3,949-tri tile
reached body update 2.8 ms after RMC submission. Waiting, not cooking, dominates.
- NOT confirmed: a capsule sweep hitting the exact target body (the 0.75 ms hit was another
component); the 10 ms core-cook and 150 ms/27-tile thresholds are unscored.
- CMC cannot take a same-frame density floor: FindFloor/ComputeFloorDist trace the collision
scene. Underfoot digs (100-dig test), upload throughput (render-enabled caps 4/8/16) and the
8x per-sample question are not run. Per-sample profiling was fully disabled in these runs, so
it does not explain the 8x.
Switches (all default off): voxel.Step1GenerationCap, Step1PauseGenerationAfterSeconds,
Step1MaxMeshApplies, Step1PrequeueVisibleLOD0, Step1UploadDisableCollision, Step1CollisionProbe,
Step1CoreCookBenchmark; harness -EnableRender. Also: plan step 3b, AVX2 need not match scalar.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
1. Collision cook breakdown (request -> ready), critical support tile:
spawn (0,0,-1): generate 107 ms, apply < 1 ms, RMC submit->body 479 ms, total 587 ms;
deep floor (0,0,-7): generate 82 ms, RMC 1,441 ms, total 1,548 ms.
Almost all of the wait is inside RMC (end-of-frame update + async pool + Chaos cook + body
install, not separable from our side). Critical priority does not shorten it. Collision is
async, complex-as-simple, fast-cook off; skirts are ~16-18% of collision triangles.
No cook change made. Startup outlier: first support tile waited 2.09 s for its game-thread apply.
Underfoot dig: a carving brush that intersects the pawn's capsule and support tile now
disables the old body and withdraws readiness on the carve frame: 0 frames standing on removed
ground (replacement 91.8 ms later). 8 neighbouring digs: 0 gate frames. Gap audit 0.
2. Stack sampler, 49.4 s game path: top resolved leaf was the profiler's own
VoxelDensityProfile::BucketFromName (4.86%). Linear label scan -> CRC-keyed lookup with exact
compare: 59.26 -> 57.87 ms/tile (-2.35%), 980/980 tile hashes identical.
3. Measured only: F (classifier mode 1, no exact check) +48% worker CPU, 0/980 tiles differ ->
not worth it. H (handoff component scans) p95 0.07 ms/frame -> not worth it.
E (FullResClipLevels=1): worker CPU 56.7 -> 35.7 s, settle 9.6 -> 7.0 s, crossing samples
-30%; changes the look, owner's decision.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Dig near the pawn: a same-tile collision recook withdrew readiness although the old body was
still installed, so the gate held a standing pawn (957 of 1,931 frames over 8 near digs).
A tile now stays ready during a recook while collision is still wanted and its existing body is
valid. After: 0 gate frames, 0 falling frames over 2,604 frames. Dig directly under the pawn
still falls (~127 cm, max ~502 cm/s). The reported "accelerating toward the ground" was not
reproduced; the false hold is the measured part.
- See-through: the retire logic only waited for replacements that overlapped the old tile in
volume and missed desired neighbours touching at a face/edge/corner. Handoff now includes
contact. New surface-witness gap audit (24 surface points per tile, skirts excluded, catches an
injected early hide). 6000 cm/s walk, 75 s: 3 gaps / 51 frames / longest 603 ms -> 0.
Dig session: 0 -> 0. Overlap audit and edit ghost stay at 0.
- bEnableDensityVolume defaults to false; when off: no volume, no fill thread, uploads or tick
work, no volume-dependent proof bypass; terrain MIDs get VolP5.z = 0 (enable off), other VolP*
black, VolTex* null, so M_Test1's volume nodes return their neutral result.
Gate: deep gate-on passes (79.9 m, 3 holds, -0.101 cm), gate-off penetrates (-5.1 cm).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
From the outside performance review (items 1-4; item 5 prototyped and reverted).
1. Collision gate: a support request outside the stamped desired set was cancelled by the rebuild
it forced, and the gate held the pawn with gravity 0. Baseline deep-drop (floor at (0,0,-7),
outside the aligned L0 ring): 1 hold of 30.0 s, never released. Fix: the target and 3 tiles
below are retained through rebuilds at CollisionCritical; hold only when the swept capsule is
about to enter pending support; release restores movement mode, gravity and downward speed.
After: 3 holds, 2.21 s total, 112.8 m horizontal progress; gate off still penetrates (-7.4 cm).
2. Suspected cleanup regression (out-of-layout stacks): not real. 44 paired boundary tiles,
30.9 ms vs 32.6 ms at b4ac996, hashes 44/44 identical. No change.
3. PawnCollisionRadiusChunks (new, default 1): L0 tiles outside the collision set stay visible
without Chaos cooks; anchors and the gate's support column are unioned in. Cook requests
~217/min -> ~30/min (-86%). Critical support ready time did NOT improve (9.5 s -> 10.6 s in the
deep-drop fixture; the wait is the cook itself, ~7.4 s cook-to-ready there).
4. Dig: exact pre-edit L0 density cached (one 35^3 grid, 171.5 KB), carve replays current mods on
it. Sync remesh 99.4 ms -> 4.7 ms. 16/16 random carves hash-identical to full regeneration.
5. Parallel grid fill for the critical tile: 16/16 hash parity, but the waited-on tile was already
meshed; the wait was collision cooking. Reverted.
Review G answered: M_Test1 still ray-marches VolTex0 (custom HLSL mini-sun shadow), so the density
volume is live. Known and left alone: outside the strate layout the fallback density can be solid
while the gate treats those tiles as air.
Tests: VoxelForgeCollisionDesiredTilesTest, VoxelForgePreEditDensityCacheTest; no-overlap, edit
ghost, descent corridor pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Stopped mid-round: the PC ran out of memory (another app held 11 GB), new processes failed to start
(0xC0000142), and the round ended without verifying anything after the edit.
Confirmed in code (performance review finding 1): a support request outside the stamped desired set
forces a rebuild that cancels it, the gate asks for one unresolved tile at a time, and it holds
before the pending tile is anywhere near the pawn's next step.
Uncompiled edits: a short collision-only support column retained through desired rebuilds and
prioritised; hold only when the swept capsule is about to enter a pending tile; downward speed
restored on release; opt-in deep-drop fixture (carved shaft) in the stress harness.
Evidence so far: shallow 10-voxel fall, gate on, before the edit: 1 hold of 1.51 s, clearance
+120.6 cm. The 80/160-voxel attempts spawned OUTSIDE the strate layout (support unavailable,
zero holds) and failed the penetration check at -11.1 cm: not the reviewed loop, but worth a look.
Compile risks: GetGravityZ(), TSet pruning in the rebuild, the fixture's carve/log arguments.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
The far sheet ring was already gone from the runtime; this removes what
was left of it:
- UVoxelSettings::bFarSheetRing / FarSheetSpanLevels, the
voxel.TestFarSheetRing switch, and their log/trace/dump fields.
- The sheet branch of VoxelClipmapDesiredTiles (FParameters sheet fields,
OuterShell sheet level, sheet ring emission). Output for the runtime
configuration (sheet off) is unchanged: same rings, same alignment.
- Tests: VerticalStrateReach now asserts the sheet-free selector (its
expected counts were stale since the aligned-ring change 85a803b:
LOD0 343 -> 512); ClipmapNoOverlap drops the sheet sweep cases and the
frozen 7486c29 oracle's sheet branch. New expected values were computed
with a Python port of the selector that reproduces the test's existing
635/594487 and 508/74295 measurements exactly; all 5,145 sweep cases
pass (no overlap, full coverage).
- Tools/VoxelForgeTest.ps1 no longer passes voxel.TestFarSheetRing or
reports far_sheet_ring. The sheet_tile dump field is kept (the parity
compare reads it).
Also removes settings nothing reads: CeilingViewMultiplier,
CeilingBandChunks (pre-clipmap ceiling band) and DensityVolumeMaxTasks
(the volume fill runs on its own thread). Saved assets that still carry
these values load normally; the values are ignored.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
Rewrite comments that told the story of past rounds instead of the
current code: dated "fixed on / tried on / reverted on" notes, "this used
to...", "stale paragraph removed", "Phase 1/2" progress labels, and the
"ClassifyTile still does not use ClassifyBox" claim (it does now, via
VF_ClassifyBoxWithWarpRetry). Every invariant, unit, sign convention,
trap and measurement that justified the design is kept, rephrased in the
present tense and in its original language (French or English).
Also fix comments that named symbols removed in the dead-code commit
(EvaluateSDF wrapper, FTunnelCoreWorldEvaluation support-floor fields,
BlendChunks -> TransitionBlendChunks) and the stale function name in the
VF_RollStrateParamsDetailed determinism checkf message.
Comment and message text only; no code token changed. Tests untouched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
The owner dropped the far sheet ring. Remove it from the streaming path:
- UVoxelMarchingCubesMesher::GenerateSheetMesh (declaration + definition);
- sheet-tile branches in LoadTile / GenerateTileResult / SyncRemeshTile and
the bSheetTile / SheetChunkZ / Hole* parameters;
- the SheetHole* XY-hole state and its per-crossing re-queue block;
- VF_MaxMarchingCubesLevel (equal to the clamped MaxClipLevel without sheets);
- the sheet-only band arming and the 'sheet' field of the desired-level
startup-trace events (no tool reads it).
AVoxelWorld now always passes bFarSheetRing=false to the tile selector, and
the descendant index covers levels up to the MaxClipLevel clamp (8) instead
of the old sheet maximum (12); no tile above 8 can exist any more.
Kept on purpose: UVoxelSettings::bFarSheetRing / FarSheetSpanLevels
(UPROPERTYs, now marked unused), the voxel.TestFarSheetRing switch and the
far_sheet_ring / sheet_tile fields the test harness compares (sheet_tile is
always false), and the selector's sheet parameters in
VoxelClipmapDesiredTiles.h, which two automation tests still exercise.
The old criteria (travel distance) could not tell a working gate from a broken one: every run,
gate on or off, ended at (455.7, 0, -58.1). That spot is measured air ~1.2 m above a real floor
(density zero-crossing at world Z ~ -275.7 cm), so it is a terrain trap, not a fall-through.
The stress test now drops the pawn fast onto an unready support tile (0,0,-1) and samples the
density at the capsule feet every frame, sweeping at <= half a voxel between positions. PASS =
no measured clearance below -5 cm.
Owner config (radius 3, max level 6, distance 768, sheets off):
- gate on: 10/10 PASS, min clearance +120.5..+120.9 cm, one hold of 0.43-0.47 s each,
support submitted in ~0.7 ms, collision ready in 0.43-0.47 s
- gate off: 3/3 FAIL terrain_penetration, clearance -5.7..-8.1 cm
Edit-ghost, clipmap no-overlap sweep: pass. Test-harness code only; no production path changed.
This validates a49725d.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- RequestCollisionGateSupportTile submits the level-0 support tile immediately, even before the
first desired set; the desired rebuild adopts the same pending key (1 early request, 1 adoption,
1 ready callback in all 10 runs). First check -> submit went from ~2.2 s to ~1 us.
- The 2 s gate release timeout is removed: at the owner's startup the game thread applies nothing
for ~2.2 s, so the timeout always fired and dropped the pawn. The gate holds downward Z only;
horizontal movement stays free.
- Controls (previous round): legacy selector+reconcile failed the stress repro 0/5, aligned 1/5,
so 85a803b did not regress the gate.
NOT VALIDATED: the stress repro's pass criteria were rewritten (support submitted/ready, a hold,
progress during a hold). 10/10 "pass" under them, but every one of those runs, and the gate-
disabled run, ends stuck at (455.7, 0, -58.1), ~1.55 m below the Z~97-100 at which the old
passing runs travelled 113 m. Whether that spot is a real pit or the pawn below the surface is
unresolved; until it is, a pass under these criteria proves nothing about falling through.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ