6ccf3718ff74d456e647153f065c3a4a0987d4aa
Round (Codex; reviewed by me against PERF-SAMPLED.md). Revert: voxel.WormNoiseMode / voxel.WormLatticeStep, their storage and their switches are REMOVED. VoxelWormField has one path again, exact Perlin with the N1 short circuit. Kept: bEnableWorms (asset), WormsForceOff (measurement only), the exact block skip (default 0). Ablation instrument: 14 development-only, world-changing force-off bits (voxel.TunnelAblate*), applied on the fused, op-stack/classifier, cached SDF/core and modifier/floor paths. They resolve once per process, are hashed into the generation fingerprint, and are compiled to zero in UE_BUILD_SHIPPING (VoxelDensityAblation.cpp). They are a measurement instrument, never a gameplay or multiplayer switch. Defaults exact: canonical export OBJ b3e5f4c3..9b377, worms-region 311CA42C / 75,482 triangles, capability 20,830 / 10,909, and 841/841 keyed tiles identical to NextHeadStaticTrace_20260913. Static worker seconds saved by removing ONE component (two off runs vs the interleaved all-on 33.06 s; baseline noise 0.27%): tunnel SDF 11.4%, cave warp 10.3%, passage carving 10.1%, landing posts 9.9%, passage structural posts 5.6%, worms 2.4%, native floor 2.2%, origin spine 1.6%, room SDF 1.6%, everything else <= 1.1% Moving (2+2 runs each) confirms the top five at 6.0-11.6%. Tunnel SDF off cuts LOD0 generation p95 104 -> 83 ms: it owns the slow tail. The positive savings sum to 58% of the static total; the other 42% is shared. The rows are not additive. Unexplained: tunnel-core OFF made the static total 2.9x SLOWER (95.5 s) while LOD0 generation got faster (p50 64.7 -> 60.6 ms) and triangles fell. The report blames the changed field, which does not fit; more likely a slow fallback path in coarse tiles. That row is not a cost measurement. Ledger: every Unreal process exited 0 and verified the loaded DLL; two PowerShell parser errors happened before any process started. No crashes or retries. 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
Languages
C++
97.6%
C
2.3%
C#
0.1%