Revert "docs(arch): realism leads the quality list; performance moves to the end"
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@@ -20,14 +20,11 @@ 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 | **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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| 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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| 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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@@ -30,8 +30,7 @@ All modelling and geographic processing live outside the game project in `Art/`,
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## Quality achievement
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- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
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- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
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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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- **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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@@ -2,34 +2,24 @@
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## Quality Requirements Overview
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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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| Category | Requirement | Priority |
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| --- | --- | --- |
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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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| 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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## Quality Scenarios
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| ID | Source/Stimulus | Response | Metric |
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| --- | --- | --- | --- |
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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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| 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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@@ -27,14 +27,11 @@ 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 | **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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| 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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| 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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@@ -132,9 +129,7 @@ All modelling and geographic processing live outside the game project in `Art/`,
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## Quality achievement
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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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- **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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- **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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@@ -455,37 +450,27 @@ 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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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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| Category | Requirement | Priority |
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| --- | --- | --- |
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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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| 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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## Quality Scenarios
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| ID | Source/Stimulus | Response | Metric |
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| --- | --- | --- | --- |
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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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| 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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# Risks and Technical Debts
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+9
-11
@@ -13,6 +13,15 @@ Record results in the table at the end of this file, with the date, the exact bu
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3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
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4. **Version discipline.** Patch releases contain fixes, optimisation, docs, or tuning only — no new scope.
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## Performance check
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Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
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- Record the quality preset, the exact upscaling state (off, DLSS/TSR/FXAA and mode), and the engine version.
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- Report frame rate without frame generation and with frame generation, separately.
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- Target: 60 FPS at 1440p without frame generation.
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- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
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## `0.1.0` checks
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1. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
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@@ -23,17 +32,6 @@ Record results in the table at the end of this file, with the date, the exact bu
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6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
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7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
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## Performance check (last)
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Performance is the **last** check on purpose: realism leads the design and the frame budget only decides how much of it fits. It is still a floor — a release is not tagged below 60 FPS at 1440p without the owner's explicit approval.
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Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
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- Record the quality preset, the exact upscaling state (off, DLSS/TSR/FXAA and mode), and the engine version.
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- Report frame rate without frame generation and with frame generation, separately.
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- Target: 60 FPS at 1440p without frame generation.
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- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
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## Check-record template
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| Version | Check | Result | Evidence | Date |
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