Document integrated P1 budgets and P3 lighting acceptance
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This commit is contained in:
Emil
2026-09-24 05:17:26 +03:00
parent d0262be607
commit 1d7a1e5cdd
4 changed files with 215 additions and 18 deletions
+12 -1
View File
@@ -501,7 +501,18 @@ scene reached 149.39 ms p95 wall time, dominated by CPU simulation/snapshot;
this is a visible scalability issue, not a tiny-demo Release budget comparison.
The historical exact-scene Release budgets were met in the earlier 2026-09-18
record, but that evolving working-tree baseline does not certify the current
revision. A quiet-host current Release rerun is pending.
revision. A clean `4a3453e` physical-GPU rerun now covers both exact-scene
source-hidden Release games, sequentially for 240 frames at 1280×720 with
active Khronos validation. 2D/3D p95 frame wall was 2.694/3.036 ms, GPU
0.573/0.617 ms, readback 0.559/0.561 ms, simulation 0.242/0.300 ms, snapshot
0.197/0.288 ms; startup from `main()` was 295.4/248.3 ms. These meet their
initial tracking budgets. Explicit Vulkan allocation instead reached
45,112,032/45,212,272 bytes (43.02/43.12 MiB), exceeding the 20 MiB target:
eager 2048² D32 sun and local atlases consume 16 MiB each even in the 2D
fixture with zero shadow raster. This memory miss is recorded, not silently
rebaselined. The same clean build exported and source-hidden relocated C++ 2D,
C++ 3D with Blender import, and Lua-only games; all rendered 120 frames with
validation active and zero reported errors.
Linux focused cache, diagnostics, schema and workflow-math tests pass; a real
failed-build replay now reports navigable `Scripts/Gameplay.cpp:73:2`. The