docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last. - Quality goals reordered (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 new realism requirements (façade reads like the photographs; placement within ~1 m) and the quality scenarios renumbered so QS-1 is the reference comparison and QS-9 the frame rate. - Both documents carry the same guard 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, the realism scope is cut deliberately and recorded, never the frame rate. Walkability outranks realism in one direction: a block you fall through is not a demo. - Solution strategy and 'quality achievement' now lead with realism and describe performance as a budget rather than a driver. - Docs/release-checks.md: the performance check is the last check, with that reason stated; ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule beside the existing scope-cutting rule.
This commit is contained in:
1 parent
5e2c5e29c0
commit
a1d52aa583
8 files changed
+99
-47
No files matched your search
@@ -2,6 +2,10 @@
|
||||
|
||||
Development roadmap for this project: milestone goals, scope, decisions, and release gates. Actionable tasks, claims, and progress marks live in [TODO.md](TODO.md).
|
||||
|
||||
## Quality priority
|
||||
|
||||
**Realism leads; performance is a floor.** Façade identity, proportion, material and light are judged against the reference photographs and drive design decisions. Performance closes the quality list: 60 FPS at 1440p without frame generation is a budget every release must meet, and if realism cannot fit inside it the realism scope is cut deliberately and recorded — never the frame rate.
|
||||
|
||||
## Status at a glance — 2026-11-08 15:30
|
||||
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), then `0.2.0` (player body, third-person camera, animation).
|
||||
|
||||
Reference in new issue
Block a user