Document integrated P1 budgets and P3 lighting acceptance
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@@ -501,7 +501,18 @@ scene reached 149.39 ms p95 wall time, dominated by CPU simulation/snapshot;
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this is a visible scalability issue, not a tiny-demo Release budget comparison.
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The historical exact-scene Release budgets were met in the earlier 2026-09-18
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record, but that evolving working-tree baseline does not certify the current
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revision. A quiet-host current Release rerun is pending.
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revision. A clean `4a3453e` physical-GPU rerun now covers both exact-scene
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source-hidden Release games, sequentially for 240 frames at 1280×720 with
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active Khronos validation. 2D/3D p95 frame wall was 2.694/3.036 ms, GPU
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0.573/0.617 ms, readback 0.559/0.561 ms, simulation 0.242/0.300 ms, snapshot
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0.197/0.288 ms; startup from `main()` was 295.4/248.3 ms. These meet their
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initial tracking budgets. Explicit Vulkan allocation instead reached
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45,112,032/45,212,272 bytes (43.02/43.12 MiB), exceeding the 20 MiB target:
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eager 2048² D32 sun and local atlases consume 16 MiB each even in the 2D
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fixture with zero shadow raster. This memory miss is recorded, not silently
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rebaselined. The same clean build exported and source-hidden relocated C++ 2D,
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C++ 3D with Blender import, and Lua-only games; all rendered 120 frames with
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validation active and zero reported errors.
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Linux focused cache, diagnostics, schema and workflow-math tests pass; a real
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failed-build replay now reports navigable `Scripts/Gameplay.cpp:73:2`. The
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