Files
VoxelForge/Source/VoxelForgeEditor
Fr0zkaandClaude Opus 5 0e9df9e5a7 perf(gen): the game path is NOTHING like the export path -- and empty tiles cost 5.6s
Overnight task 3. The headline is not a speedup: it is that we have been measuring
the wrong thing all along.

⭐ IN-GAME MEASUREMENT, FINALLY (headless -game -nullrhi, TunnelNetwork PIE map)

  46,078 profiled tile calls
  46,025 EMPTY  (99.885%)
      53 actually meshed
  meshed    p50 0.6085 s   p95 4.9075 s   max 5.0199 s   mean 1.3515 s
  LOD1-3 empty medians ~2-3 us
  LOD4 empty OUTLIERS up to 5.618 s

The pawn fell through successive strata during the run, reproducing the owner's
"I can outrun the generation and fall" exactly.

Two facts to sit with:
1. **Almost nothing is meshed. 99.9% of tile requests produce nothing** -- and some
   of those empty tiles take FIVE AND A HALF SECONDS. A tile that generates no
   geometry costing seconds is the bug, and it is classification cost, not meshing.
2. The export path we have optimised for three rounds does 64 tiles in ~1.5 s
   total. The game does 46,078 calls with multi-second tile latency. **They share
   the density function and nothing else about their cost profile.**

⇒ Every optimisation so far was aimed at the path the owner does not play.

WHY NO BLOCK CAN BE SKIPPED -- answered, and it is structural
Per-op bound-vs-brute-force table produced (op_bounds.json). Most ops bound fine
once given proven suprema, and those were tightened:
  FBM envelope 1.5, cellular 6.0, SdfConvertOp exact 2*|BaseDensity| = 16,
  Lerp radius envelope max(Min,Max), plus state-aware room/column/floor-bias/worm/
  terrace/cliff/arch/dome/pinch/roughness bounds. Structural ops now return exact
  zero outside their geometric bands.

But OriginSpineOp, PassageCarveOp and the active seals **cannot** take a finite
generic density bound: they Lerp/Min/Max against the CURRENT density, so with
arbitrary incoming density their supremum is mathematically unbounded. This is not
a missing EffectOverBox, it is the operator semantics.
⇒ Hierarchical evaluation requires propagating a density INTERVAL through the
stack, or changing those operators. That is the real prerequisite, now named.

Early-out with tightened bounds still skips 0 of 4,096 blocks and costs 96.6%
(3.305 -> 6.497 s). Left opt-in and DISABLED. ClassifyTile's TerrainZ/overhang
guard untouched.

SPATIAL INDEX REMOVED (ee89c4d's, which never earned its keep)
  wall clock   3.1407 s on -> 3.1894 s off   = 1.5%, below the 17% floor
  cache bytes  557,626,564 -> 246,049,920    = -297 MiB
  candidates   19.5M -> 81.6M scanned (4.17x), evaluated +25.6%
Memory the owner can feel beats counters he cannot. Per-primitive broadphase stays.

VERIFIED END-TO-END on a correctly built binary: 1.515 / 1.554 / 1.569 s, geometry
hash 98eaad61..d3c4f unchanged from 2f33870. Task 3 is memory, not speed.

⚠️ PROCESS, second time: the agent's reported DLL timestamp was from a staging copy
it built under the plugin's own Saved/, not Plugins/VoxelForge/Binaries. My first
three runs measured the 05:58 binary again. Verify the binary you are about to
measure, not the one someone says they built.

Determinism: all export hashes ED0F1F31 within the run; classifier vs generator
verdicts zero mismatches. Nothing outside Plugins/VoxelForge; RMC untouched.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
2026-09-09 09:00:41 +02:00
..