Files
VoxelForge/Source/VoxelForge/Private/VoxelDensityAblation.cpp
T
Fr0zkaandClaude Opus 5 6ccf3718ff measure(perf): per-component ablation of the TunnelNetwork path; exact worms restored
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
2026-09-14 09:39:57 +02:00

132 lines
5.6 KiB
C++

// VoxelDensityAblation.cpp
// Development-only TunnelNetwork ablation controls.
#include "VoxelDensityAblation.h"
#include "HAL/IConsoleManager.h"
#include "Misc/CommandLine.h"
#include "Misc/Parse.h"
#include <atomic>
namespace
{
constexpr uint32 UnresolvedMask = 0xFFFFFFFFu;
std::atomic<uint32> GResolvedMask(UnresolvedMask);
#if !UE_BUILD_SHIPPING
int32 GCaveWarp = 0;
int32 GDetailOps = 0;
int32 GRoomSDF = 0;
int32 GTunnelSDF = 0;
int32 GTunnelCore = 0;
int32 GPassageCarving = 0;
int32 GPassageStructuralPosts = 0;
int32 GNativeFloor = 0;
int32 GDisturbances = 0;
int32 GOriginSpine = 0;
int32 GBoundarySeal = 0;
int32 GLandingPosts = 0;
int32 GXYEdgeSeal = 0;
int32 GPitChimneySDF = 0;
#define VF_ABLATION_CVAR(Name, Storage) \
FAutoConsoleVariableRef CVar##Storage( \
Name, Storage, \
TEXT("WORLD-CHANGING DEVELOPMENT-ONLY measurement override. Forces this " \
"TunnelNetwork density stage off; never use as a gameplay switch. " \
"All peers and regenerated worlds must use the same value. Resolved once " \
"per process. 0=on, 1=off."), ECVF_Default)
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateCaveWarp"), GCaveWarp);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateDetailOps"), GDetailOps);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateRoomSDF"), GRoomSDF);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateTunnelSDF"), GTunnelSDF);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateTunnelCore"), GTunnelCore);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblatePassageCarving"), GPassageCarving);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblatePassageStructuralPosts"), GPassageStructuralPosts);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateNativeFloor"), GNativeFloor);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateDisturbances"), GDisturbances);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateOriginSpine"), GOriginSpine);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateBoundarySeal"), GBoundarySeal);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateLandingPosts"), GLandingPosts);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblateXYEdgeSeal"), GXYEdgeSeal);
VF_ABLATION_CVAR(TEXT("voxel.TunnelAblatePitChimneySDF"), GPitChimneySDF);
#undef VF_ABLATION_CVAR
uint32 ResolveValue(const TCHAR* Name, int32& Storage)
{
int32 Value = Storage;
FParse::Value(FCommandLine::Get(), Name, Value);
Storage = Value != 0 ? 1 : 0;
return Storage != 0 ? 1u : 0u;
}
uint32 ResolveMask()
{
uint32 Mask = 0;
Mask |= ResolveValue(TEXT("voxel.TunnelAblateCaveWarp="), GCaveWarp)
* static_cast<uint32>(VoxelDensityAblation::EStage::CaveWarp);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateDetailOps="), GDetailOps)
* static_cast<uint32>(VoxelDensityAblation::EStage::DetailOps);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateRoomSDF="), GRoomSDF)
* static_cast<uint32>(VoxelDensityAblation::EStage::RoomSDF);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateTunnelSDF="), GTunnelSDF)
* static_cast<uint32>(VoxelDensityAblation::EStage::TunnelSDF);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateTunnelCore="), GTunnelCore)
* static_cast<uint32>(VoxelDensityAblation::EStage::TunnelCore);
Mask |= ResolveValue(TEXT("voxel.TunnelAblatePassageCarving="), GPassageCarving)
* static_cast<uint32>(VoxelDensityAblation::EStage::PassageCarving);
Mask |= ResolveValue(
TEXT("voxel.TunnelAblatePassageStructuralPosts="), GPassageStructuralPosts)
* static_cast<uint32>(VoxelDensityAblation::EStage::PassageStructuralPosts);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateNativeFloor="), GNativeFloor)
* static_cast<uint32>(VoxelDensityAblation::EStage::NativeFloor);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateDisturbances="), GDisturbances)
* static_cast<uint32>(VoxelDensityAblation::EStage::Disturbances);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateOriginSpine="), GOriginSpine)
* static_cast<uint32>(VoxelDensityAblation::EStage::OriginSpine);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateBoundarySeal="), GBoundarySeal)
* static_cast<uint32>(VoxelDensityAblation::EStage::BoundarySeal);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateLandingPosts="), GLandingPosts)
* static_cast<uint32>(VoxelDensityAblation::EStage::LandingPosts);
Mask |= ResolveValue(TEXT("voxel.TunnelAblateXYEdgeSeal="), GXYEdgeSeal)
* static_cast<uint32>(VoxelDensityAblation::EStage::XYEdgeSeal);
Mask |= ResolveValue(TEXT("voxel.TunnelAblatePitChimneySDF="), GPitChimneySDF)
* static_cast<uint32>(VoxelDensityAblation::EStage::PitChimneySDF);
return Mask;
}
#endif
}
namespace VoxelDensityAblation
{
uint32 GetResolvedMask()
{
uint32 Existing = GResolvedMask.load(std::memory_order_acquire);
if (Existing != UnresolvedMask)
{
return Existing;
}
#if UE_BUILD_SHIPPING
constexpr uint32 Resolved = 0;
#else
const uint32 Resolved = ResolveMask();
#endif
uint32 Expected = UnresolvedMask;
if (!GResolvedMask.compare_exchange_strong(
Expected, Resolved, std::memory_order_release, std::memory_order_acquire))
{
return Expected;
}
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTunnelAblation] resolved mask=0x%08x "
"(world-changing development measurement overrides; 0=all on)"),
Resolved);
return Resolved;
}
}