- Unreal requests Core's deterministic parallel sign-edge repair (UE ParallelFor, capped at 10 workers); headless defaults to parallel (--serial-sign-edge-repair for A/B). SW sign_edge_distances 1,942 -> 37 ms, ShapeStage 2,156 -> 198 ms. - SW fallback route planner checks the exact mouth-radius endpoint constraints before sampling terrain (58,480 of 78,408 candidates skip heightfield work); same 35 eligible, same chosen route. SerializeResolvedWorld 468 -> 115 ms; BeginPlay block 0.58 -> 0.22 s. - Unreal SW: first admission 2.75 -> 0.43 s, LOD0-2 settled 5.20 -> 2.81 s; FI 3.40 -> 3.12 s. - World identical: assembly/recipe/plan hashes unchanged; serial vs parallel per-tile hashes equal. 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
4.7 KiB
4.7 KiB
Linux 94 — Unreal startup
Before and after
Medians are from L92's final serial-repair after-direct-json traces and L94's parallel-repair traces. Times start at BeginPlay, except export duration and core_compile_start → bReady. LOD0–2 means every currently desired key was settled before the scripted movement at 20 s.
| Arrival | Measure | Before | After | Runs |
|---|---|---|---|---|
| SW | SerializeResolvedWorld |
468.0 ms | 115.2 ms | 3 / 4 |
| SW | Core compile → bReady |
2.157 s | 0.198 s | 3 / 4 |
| SW | bReady |
2.738 s | 0.421 s | 3 / 4 |
| SW | First admission | 2.747 s | 0.434 s | 3 / 4 |
| SW | LOD0–2 settled | 5.198 s | 2.813 s | 3 / 3 of 4 |
| SW | BeginPlay game-thread block |
0.582 s | 0.224 s | 3 / 4 |
| FI | SerializeResolvedWorld |
465.6 ms | 115.4 ms | 3 / 3 |
| FI | Core compile → bReady |
0.184 s | 0.180 s | 3 / 3 |
| FI | bReady |
0.750 s | 0.408 s | 3 / 3 |
| FI | First admission | 0.762 s | 0.422 s | 3 / 3 |
| FI | LOD0–2 settled | 3.396 s | 3.119 s | 3 / 3 |
| FI | BeginPlay game-thread block |
0.570 s | 0.229 s | 3 / 3 |
Export, compile, bReady, admission and residency values are direct trace measurements. The SW route candidate log window fell from a 451 ms median to 96 ms (timestamps rounded to 1 ms); the enclosing export timer fell by 353 ms. The route window is a boundary measurement, not an internal function timer.
Changes and hashes
- Unreal now requests parallel sign-edge repair through its existing Unreal
ParallelForscheduler. The request remains capped at 10 workers on this 12-logical-core host; it creates no separate worker pool. Traces show compile launch queue delays of 0.04–0.18 ms. The first two seconds' sampled frame maximum was 28.7 ms in SW; FI had one 45.9 ms sample and two samples below 27.2 ms. The direct synchronousBeginPlayblock is measured above. - The SW fallback route planner checks its exact mouth-radius endpoint constraints before allocating route points or sampling terrain. It still visits 78,408 candidates, but skips heightfield work for the 58,480 placement rejects. Eligible candidates remain 35; the selected route remains center
(32,80), direction 6, half-length 16, lift 128, with three sweep attempts. - Headless sign-edge repair now defaults to parallel, with
--serial-sign-edge-repairretained for A/B runs. The passage composer was not changed. - Unreal
world_assembly_hash=1ecc162755ab83ac,recipe_hash=52b010081ad4b550, andplan_hash=a06d76fd11d7a08ematch L92 in every FI/SW run. - Unreal SW
sign_edge_distancesfell from 1,942.2 ms to 36.5 ms median;ShapeStagefell from 2,156.3 ms to 198.1 ms. FI stayed effectively level: 8.8 → 9.5 ms and 183.5 → 179.8 ms. - A serial/parallel Core hash A/B at the SW and FI spawn coordinates produced identical per-key tile hashes, full-detail hashes, whole-view hashes and per-LOD hashes. SW matched for 1,408 tiles (whole-view density/mesh/payload/topology:
ba04e6da1010c52f / 93555a2b969b16a5 / 339eba0fad4f79a5 / c2edafbec2fa9305); FI matched for 1,216 tiles (3175bceb00bfc76c / d1dabfba70a95d8a / b23900f97cfbb2cf / 3967a02b7c1ae1c8). This focused headless A/B used the current owner-export manifestbcc0d0d33ea39435; the separate Unreal transient manifest is the1ecc…hash above. - In that headless A/B, SW
sign_edge_distanceswas 1,753.9 ms serial and 86.4 ms parallel. The FI input had zero endpoint corrections in both modes.
Verification and failed runs
- Fast tier: PASS, 274 checks (269 PASS, 5 diagnostics), 297.1 s; source stamp
03a8fce1a9067edb8a83461a836292686d74abd8ea84b8014d8006296da8428d. Headless build and tier were pinned to CPUs 0–11 and capped at 6 GiB. Unreal Linux build succeeded with-NoUBA -MaxParallelActions=4, pinned to CPUs 0–11, without--as; it was not run during timing. The build emitted three existing RealtimeMesh deprecation warnings. - SW repeat 3 exited Unreal successfully but missed three desired LOD0–2 tiles at the 20 s stationary boundary. They settled after movement began, at 25.36 s, so this run is excluded from the LOD median; repeat 4 completed the three-run residency sample.
- An auxiliary full
CoreWorldTestwithout trace-only mode stopped before hashing: the host project's staged first-person Blueprint failed itsMaxWalkSpeedpin preflight. The trace-only startup runs and the separate headless hash A/B completed. - Logs and traces are under
Saved/Linux/l94/; baseline traces are underSaved/Linux/l92/unreal-arrival/.RunL94UnrealArrival.pyreproduces an individual Unreal trace run. No run exceeded 30 minutes. No commit, push or stash was made.
Source files
Source/VoxelForge/Private/VoxelWorld.cppSource/VoxelForge/Private/VoxelForgeCoreAdapter.cppStandalone/Source/StreamBenchmarkHeadless.cpp