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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