A top-left readout for performance work: smoothed FPS and frame time, the worst
frame in a rolling two-second window, the active view, player speed, a frame counter
and the player's position in metres from the project origin.
- **F3** toggles it, through the console variable so a packaged build
can be checked without a rebuild ().
- **On automatically** for and , so the performance capture never
depends on pressing a key first; **off in the built demo**, because a player should
not see an FPS counter over Hollywood Boulevard.
- The first two seconds are a **warm-up window** excluded from the worst-frame figure.
Without it the readout showed 'worst 400 ms' for a healthy run: the startup shader
and streaming hitches dominated the rolling maximum.
Measured cost on the self-test route at 1440p: 2.64 -> 2.77 ms average, about 5 %,
still 6x the floor. The release-check number stays the overlay-off run; the overlay-on
series is committed beside it as Docs/perf/0.2.0-walk-frametimes-overlay.csv.
Docs: controls (F3 row, overlay section, switch table), release checks (cost row),
architecture building block view (HUD and input list).
-qaselftest at 2560x1440, TSR on, VSync off, no frame generation: 759 frames,
avg 2.64 ms (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms. The body, skin
material and animation add about 2 % over 0.1.5's 2.61 ms.
The same run passed every QA check: walk, reset 0 cm from spawn, pause/unpause,
transect 1456 samples with 0 holes, wall probe 0/35, facade probe 0/9.
Series committed as Docs/perf/0.2.0-walk-frametimes.csv and the result recorded in
the release-checks table next to the 0.1.0 and 0.1.5 numbers.
Both were owner-requested removals. Nothing else referenced the review file except a
MEMORY entry, which now says the per-shot Approved column of Screenshots/README.md is
the only and authoritative record; release-checks keeps the 0.1.0 packaged-build
measurement as numbers and notes that its capture is no longer in the repository.
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.
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.
Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule,
and the related F-4 requirement, risk R-4, release check, and TODO items across
AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests.
OSM data is now documented as local private use only. Also normalize
numbered-list indentation in the architecture docs.
- Converted 13 individual .adoc section files to .md via
asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
Split the former ROADMAP.md checklists into TODO.md, which now holds
all actionable work and progress marks. ROADMAP.md keeps milestone
goals, scope, and release gates as prose with no checkboxes.
Update AGENTS.md, Docs/, Geo/README.md, MEMORY.md, and README.md to
point to the new file roles.
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.
Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.