docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last.
Re-applied on a branch after the first attempt landed directly on main (reverted
there; see b8209ce).
- Quality goals (01 + combined architecture.md): 1 visual realism, 2 geographic
fidelity, 3 walkability/usability, 4 reproducibility/portability, 5 provenance,
6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two realism
requirements added (a façade reads like the photographs; placement within ~1 m)
and the scenarios renumbered so QS-1 is the reference comparison, QS-9 the frame
rate.
- Guard on both documents so the order cannot become an excuse: performance is a
floor, not a preference - 60 FPS at 1440p without frame generation must be met at
every release; if realism cannot fit, cut the realism scope deliberately and
record it, never the frame rate. Walkability outranks realism in one direction: a
block you fall through is not a demo.
- Solution strategy and 'quality achievement' lead with realism and describe
performance as a budget, not a driver.
- Docs/release-checks.md: the performance check is the last section and the per-
version check list now opens with realism and closes with performance.
- ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule
beside the existing scope-cutting rule.
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@@ -27,11 +27,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
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| Priority | Quality Goal | Scenario |
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| --- | --- | --- |
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| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
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| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
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| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
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| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
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| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
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| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
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| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
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| 5 | **Provenance** | Every committed asset has recorded provenance |
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| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
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**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
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## Stakeholders
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@@ -129,7 +132,9 @@ All modelling and geographic processing live outside the game project in `Art/`,
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## Quality achievement
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- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
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- **Realism**: reference photography drives every façade decision, measured data fixes placement and scale, and renders are compared against the photographs (`Tools/visual_loop.py`, `Screenshots/README.md`). One module kit at the 4.96 m bay keeps the street wall coherent; materials are world-aligned and lit by a fixed daytime rig so a shot is comparable between runs.
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- **Performance holds the floor, it does not set the agenda**: dynamic-only lighting (no build step, no static shadow maps), cheap procedural materials, minimal overdraw for street-level geometry, and 60 FPS at 1440p as a budget every release must meet.
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- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
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@@ -450,27 +455,37 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
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## Quality Requirements Overview
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| Category | Requirement | Priority |
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Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
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| Priority | Category | Requirement |
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| --- | --- | --- |
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| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
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| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
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| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
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| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
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| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
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| Maintainability | Fresh checkout builds with documented engine installation | 2 |
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| Portability | Linux build packages and runs; Windows build ships | 3 |
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| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
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| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
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| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
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| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
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| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
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| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
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| 4 | Portability | Linux build packages and runs; Windows build ships |
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| 5 | Provenance | Every committed asset has a recorded source and licence |
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| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
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**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
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## Quality Scenarios
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| ID | Source/Stimulus | Response | Metric |
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| --- | --- | --- | --- |
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| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
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| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
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| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
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| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
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| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
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| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
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| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
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| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
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| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
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| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
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| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
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| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
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| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
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| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
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| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
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| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
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> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
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# Risks and Technical Debts
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