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17d80b0004 | ||
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017badfc4d |
@@ -46,6 +46,21 @@ Also: `curl -s -X POST 127.0.0.1:4328/command -d '{"command":"occlusion","value"
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(5 `/perf` reads each) — the 1.2–1.3 ms "Update Occlusion Buffer" label decides whether CPU occlusion culling earns its
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(5 `/perf` reads each) — the 1.2–1.3 ms "Update Occlusion Buffer" label decides whether CPU occlusion culling earns its
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cost now that vegetation is GPU-culled.
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cost now that vegetation is GPU-culled.
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Also, after the run above (it can be its own run if the first one has already started), GPU depth-pyramid
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occlusion for the gpu-culled vegetation (`rendering/occlusion_culling/gpu_hzb`, default off). It costs the render
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thread nothing. On the Mac it cut kept plants by 16 % and GPU time by ~2 ms; it has never been measured on Windows:
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```bash
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OUT=.game-cli/hzb-windows-$(date +%Y%m%d-%H%M)
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ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
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--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
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--states "hzb off=gpucull:hzb off" "hzb on=gpucull:hzb on" \
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--restore "gpucull:hzb off"
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```
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Eye check with `hzb on`: turn the camera fast past a hill and a house. Plants must not pop in a frame late or
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vanish while visible.
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Report per pose and state: frame ms, `_draw` wall, `end_frame`, render-CPU labels, fps p25, `/perf
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Report per pose and state: frame ms, `_draw` wall, `end_frame`, render-CPU labels, fps p25, `/perf
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gpucullCounters.parallelReplay` (lists / chunks), pixel diff vs the A/A floor, and the full `results.json`.
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gpucullCounters.parallelReplay` (lists / chunks), pixel diff vs the A/A floor, and the full `results.json`.
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@@ -60,6 +75,8 @@ at the same spot.
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Default flips on (`rendering/rendering_device/parallel_draw_replay/enabled=true` in the game's `project.godot`,
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Default flips on (`rendering/rendering_device/parallel_draw_replay/enabled=true` in the game's `project.godot`,
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then publish + pin) only if: oracle clean, soak clean, and frame time / `end_frame` drop at all 3 poses.
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then publish + pin) only if: oracle clean, soak clean, and frame time / `end_frame` drop at all 3 poses.
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`gpu_hzb` flips on (game `project.godot`) if frame time and render-GPU ms do not rise at any pose and the eye check
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is clean.
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## 2026-10-19 Engine-side test results on Forge (ZCode) — build a967d12bf, NOT published (test-only per this handoff)
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## 2026-10-19 Engine-side test results on Forge (ZCode) — build a967d12bf, NOT published (test-only per this handoff)
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