94f9aa679030bbf348e7d26a38b2bea7ed9b44a2
- Per-frame passage-overlap scoring over outstanding tiles (added in L85) measured 121 ms for 407 LOD2 candidates; removed (deterministic desired/travel order kept). - Visibility reconciliation read-locked the Core world per candidate while the far-world build held the writer lock (162 ms scan, 123 ms lock wait); the immutable render distance is cached. Visibility now <= 0.17 ms. - Ready player-support collision tiles stay in the collision-desired set: fixes the L95 SW outlier (LOD0 (3,0,-47/-48/-50) re-admitted); 6 SW runs without re-admission. - AVoxelWorld::Tick during the arrival burst: FI p99 3.7-4.3 ms (max 6.0), SW p99 8.2-8.9 ms (max 11.2). FI still shows rare 40-60 ms world ticks outside our actor scope (engine tick group). - Near-set times kept: FI 2.06-2.12 s, SW median 1.30 s after first admission. World unchanged. 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
unreal: remove 121 ms per-frame overlap scoring and 162 ms world-lock wait; keep support tiles (L96)
unreal: remove 121 ms per-frame overlap scoring and 162 ms world-lock wait; keep support tiles (L96)
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