Complete MVP acceptance, publish platform evidence and finalize the manual
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This commit is contained in:
Emil
2026-09-18 06:23:32 +03:00
parent 4cb82556de
commit dd02f9cae8
52 changed files with 4228 additions and 99 deletions
@@ -15,14 +15,14 @@ Live Vulkan allocations stayed at 15,750,288 bytes (2D) and 15,787,008 bytes (3D
`render_call` includes GPU waits and synchronous readback; it is not CPU utilization. GPU timestamps cover submitted rendering. Frame timings exclude profile bookkeeping and final file writes. Synthetic 1/60-second simulation ticks run as fast as the offscreen loop allows. The resulting numbers are not display FPS or a real-time gameplay pacing test. Small sample scenes, one GPU, 240 frames and a static camera cannot establish scalability, a memory-leak guarantee, or broad performance claims. The imported 3D material also emits the recorded warning about unsupported material features in its manifest.
Proposed P1 budgets for these exact scenes on this reference-class Linux host, at the same resolution and validation/readback settings:
Initial P1 tracking budgets for these exact scenes on this reference-class Linux host, at the same resolution and validation/readback settings:
- Measured frame p95 ≤ 4 ms; GPU p95 ≤ 1 ms; readback p95 ≤ 1 ms.
- Simulation and snapshot p95 ≤ 0.5 ms each.
- Explicit live Vulkan memory ≤ 20 MiB, with no growth after warmup over a future 3,000-frame resource-lifecycle run.
- Startup from `main()` ≤ 500 ms for these tiny packages.
These initial thresholds leave headroom above the observed values. They are **proposed**, not enforced acceptance criteria. P1 should retain cold-start results separately, run repeated sessions, measure editor input latency and larger content, and collect independent Windows hardware baselines before adopting release gates.
These initial thresholds leave headroom above the observed values. They are tracking budgets for P1, not enforced MVP acceptance criteria or engine-wide guarantees. P1 should retain cold-start results separately, run repeated sessions, measure editor input latency and larger content, and collect independent Windows hardware baselines before adopting release gates.
Reproduce export validation from the repository with `python tools/verify_playable_exports.py --editor build/linux-debug/faset_editor --output <new-empty-directory>`. Run each retained standalone Player with `--headless --frames 240 --profile <output.json>` to repeat the longer measurement. A new run builds current sources and produces new immutable generations; use the stored hashes to distinguish it from this record.