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VoxelForge/Standalone/Research/WorldAssemblerM3/Linux94/REPORT.md
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Fr0zkaandClaude Opus 5.5 35f0a67fe3 unreal: parallel sign-edge repair + cheap SW route prefilter (L94); SW startup 2.75 -> 0.43 s
- 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
2026-10-28 08:03:28 +01:00

4.7 KiB
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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 ParallelFor scheduler. 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 synchronous BeginPlay block 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-repair retained for A/B runs. The passage composer was not changed.
  • Unreal world_assembly_hash=1ecc162755ab83ac, recipe_hash=52b010081ad4b550, and plan_hash=a06d76fd11d7a08e match L92 in every FI/SW run.
  • Unreal SW sign_edge_distances fell from 1,942.2 ms to 36.5 ms median; ShapeStage fell 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 manifest bcc0d0d33ea39435; the separate Unreal transient manifest is the 1ecc… hash above.
  • In that headless A/B, SW sign_edge_distances was 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 CoreWorldTest without trace-only mode stopped before hashing: the host project's staged first-person Blueprint failed its MaxWalkSpeed pin 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 under Saved/Linux/l92/unreal-arrival/. RunL94UnrealArrival.py reproduces an individual Unreal trace run. No run exceeded 30 minutes. No commit, push or stash was made.

Source files

  • Source/VoxelForge/Private/VoxelWorld.cpp
  • Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp
  • Standalone/Source/StreamBenchmarkHeadless.cpp