22186473f9541160cbd0b71ec7902b407b5db144
Measurement round (Codex; checked against its report):
- Per-tile identity for ab4bbe3's always-on LOD0 changes: a fresh 841-tile HEAD trace matches
traces recorded before them (MemoStaticOn/Off), keyed by (x,y,z,level) with
verdict/empty/triangles compared. 0 differences, 0 missing; LOD totals identical, 669,834 in all.
- The "missing 10 s" is not the spatial index: all six TileCacheWindow x SpatialIndex
combinations are within ~1% for a given window setting. TileCacheWindow=0 at HEAD is not
2990009's path. It still thrashes at L3/L4 (p95 ~250 ms). The default beats 2990009 on every
metric: static worker 48 -> 34.4 s, moving 125 -> 101 s, LOD0 generation p50 73 -> 66 ms
static and 70 -> 62 ms moving.
- voxel.SpatialIndex default -1 -> 1: forced-on was marginally best in every pair (within noise).
- The sampler's "unknown" ~13.8% LOD0 leaf is ucrtbase.dll!_finite (RVA 0x3C080), the non-inlined
CRT call behind FMath::IsFinite, not Core.dll. Named by parsing Core's export table (no export at
or below 0xC080) and aggregating callers: the tunnel chain, passage landing/floor checks,
GetDensityWithParams, GetDensityAt, the spatial index range and EvaluateSDFCached.
Gates: export OBJ unchanged (b3e5f4c3..9b377), capability 20,830 / 10,909, determinism assertion
passed.
Next: an inline bit-test IsFinite (the same predicate for every input, so field-exact).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
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