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Forge: Windows A/B of parallel draw-list replay (engine 06ecc5df)

Why: Windows sits at 45–50 fps with the RTX 5080 idle. The render thread is the limiter (10–13 ms wall, end_frame replay + submit 3.8–4.8 ms). The NVIDIA/WDDM driver path is paid serially on that thread for every vkCmd*. Engine 06ecc5df can cut large draw lists into chunks and record them into secondary command buffers on worker threads (Vulkan only, default off). Design + Mac results: engine .agents/wiki/parallel-draw-replay.md.

Nothing is published or pinned for this yet. This is a test build on Forge only.

1. Build + oracle (Vulkan, Khronos layer)

  1. git checkout 06ecc5df in the engine, build the Windows editor with the windows-x64 manifest flags. GodotSharp regen is not needed for the test: the game reaches the new API through Call.
  2. With the Vulkan SDK's validation layer available (--gpu-validation turns it on): bash tests/gpu_oracle/parallel_draw_replay/run.sh <tinqs.windows.editor.x86_64.mono.exe> vulkan Expect ORACLE: 6 passed, 0 failed, exit 0, zero VUID / validation lines in the output. Paste the output back.

2. In-game A/B (box otherwise idle, one engine, nothing else running)

The game pins 4.7.2@e64890fd3; skip the pin for this test build:

TINQS_ENGINE_SKIP_CHECK=1 GAME_ARGS=--gpu-profile GAME_RES=1600x900 bash tools/game.sh run
READY_TIMEOUT=400 bash tools/game.sh ready
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"host_game"}'   # if it stops at the menu
# wait until in the world with fps settled (~50 s+), then:
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"gpucull","value":"replay status"}'   # supported True
LOG="$APPDATA/Tinqs/app_userdata/Ariki/logs/godot.log"
OUT=.game-cli/replay-windows-$(date +%Y%m%d-%H%M)
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
  --poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
  --states "replay off=gpucull:replay off" "replay on=gpucull:replay on" "replay on 32x8=gpucull:replay on 32 8" \
  --restore "gpucull:replay off"

Also take three curl -s 127.0.0.1:4328/mainthread reads with replay off and with replay on (from e3582841a). They show which thread paces the frame.

Report per pose and state: frame ms, _draw wall, end_frame, render-CPU labels, fps p25, /perf gpucullCounters.parallelReplay (lists / chunks), pixel diff vs the A/A floor, and the full results.json.

3. Soak + eye check

gpucull replay on, walk 10 minutes (shore, inland, village, a tree felling), with --gpu-validation on a second run: no device lost, no PARALLEL-REPLAY-BUG, no validation errors. Eye check where tree/rock shadows fall on open sand. A stepped shadow edge was seen in one Mac capture and is probably a static-tile boundary; compare replay off vs on at the same spot.

Decision rule

Default flips on (rendering/rendering_device/parallel_draw_replay/enabled=true in the game's project.godot, then publish + pin) only if: oracle clean, soak clean, and frame time / end_frame drop at all 3 poses.