Visual realism — renders read like the reference photographs
2
Geographic fidelity — placement and street scale
3
Terrain walkability
4
Build reproducibility / portability
5
Provenance
6
Performance efficiency — 60 FPS at 1440p
10_quality_requirements.md (and the combined doc) matches, with two realism requirements added and the scenarios renumbered so QS-1 is the reference comparison and QS-9 is the frame rate.
The guard, on every document that states the order
Performance is a floor, not a preference: 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit that budget, the realism scope is cut deliberately and recorded in CHANGELOG.md — never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
Also updated
04_solution_strategy.md + the "quality achievement" section now lead with realism and describe performance as a budget rather than a driver.
Docs/release-checks.md: the performance section is last, and the per-version check list opens with realism and closes with performance.
ROADMAP.md: new "Quality priority" section.
AGENTS.md: the tie-break rule sits beside the existing scope-cutting rule.
Note
The first attempt at this landed directly on main (a1d52aa), which breaks the branch rule in AGENTS.md. It was reverted on main (b8209ce) and re-applied here, so main history shows the mistake and its correction rather than hiding it.
## Summary
Owner decision: **prioritise realism; keep the performance target but move it to the end** of the quality requirements.
### Reordered
Quality goals (`01_introduction_and_goals.md` + combined `architecture.md`):
| # | Goal |
| --- | --- |
| 1 | **Visual realism** — renders read like the reference photographs |
| 2 | Geographic fidelity — placement and street scale |
| 3 | Terrain walkability |
| 4 | Build reproducibility / portability |
| 5 | Provenance |
| 6 | **Performance efficiency** — 60 FPS at 1440p |
`10_quality_requirements.md` (and the combined doc) matches, with two realism requirements added and the scenarios renumbered so **QS-1 is the reference comparison** and **QS-9 is the frame rate**.
### The guard, on every document that states the order
Performance is a **floor, not a preference**: 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit that budget, the **realism scope** is cut deliberately and recorded in `CHANGELOG.md` — never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
### Also updated
- `04_solution_strategy.md` + the "quality achievement" section now lead with realism and describe performance as a budget rather than a driver.
- `Docs/release-checks.md`: the performance section is last, and the per-version check list opens with realism and closes with performance.
- `ROADMAP.md`: new "Quality priority" section.
- `AGENTS.md`: the tie-break rule sits beside the existing scope-cutting rule.
### Note
The first attempt at this landed directly on `main` (`a1d52aa`), which breaks the branch rule in `AGENTS.md`. It was reverted on `main` (`b8209ce`) and re-applied here, so `main` history shows the mistake and its correction rather than hiding it.
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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Summary
Owner decision: prioritise realism; keep the performance target but move it to the end of the quality requirements.
Reordered
Quality goals (
01_introduction_and_goals.md+ combinedarchitecture.md):10_quality_requirements.md(and the combined doc) matches, with two realism requirements added and the scenarios renumbered so QS-1 is the reference comparison and QS-9 is the frame rate.The guard, on every document that states the order
Performance is a floor, not a preference: 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit that budget, the realism scope is cut deliberately and recorded in
CHANGELOG.md— never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.Also updated
04_solution_strategy.md+ the "quality achievement" section now lead with realism and describe performance as a budget rather than a driver.Docs/release-checks.md: the performance section is last, and the per-version check list opens with realism and closes with performance.ROADMAP.md: new "Quality priority" section.AGENTS.md: the tie-break rule sits beside the existing scope-cutting rule.Note
The first attempt at this landed directly on
main(a1d52aa), which breaks the branch rule inAGENTS.md. It was reverted onmain(b8209ce) and re-applied here, somainhistory shows the mistake and its correction rather than hiding it.