- Headless and Unreal schedulers drain the collision-critical ring, then LOD0-2, then far LODs
at low priority. LOD0-2 ready (W8 medians): SW 4.36->1.76, FI 6.89->5.26, TN 4.88->3.22,
VS 2.71->1.56 s. Whole view roughly unchanged (FI/VS slightly later).
KNOWN RISK: far tiles wait until every near tile is ready, so far LODs may starve while
moving fast (to address next).
- Exact composer trims: tile-level upper-mouth candidate list, segment-index min/max rejection
before lower_bound, 64-entry thread-local value-noise corner cache. Passage share 65 -> 63%.
- World exact: 24/24 hash matrix + pinned L75 owner hash. 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