Files
gig-line/Docs/Architecture/10_quality_requirements.md
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00

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Quality Requirements

Quality Requirements Overview

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).

Priority Category Requirement
1 Realism / Fidelity Façade identity, proportion, material and lighting read like the reference photographs when compared side by side
2 Realism / Fidelity Building placement matches the measured footprints and the photographs (within ~1 m)
2 Realism / Fidelity Street scale (lane width, sidewalk width) within ~10 cm of the measured profile
3 Reliability / Terrain Zero raycast holes across sidewalks and carriageway (84-sample transect)
3 Usability WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed
4 Maintainability Fresh checkout builds with the documented engine installation
4 Portability Linux build packages and runs; Windows build ships
5 Provenance Every committed asset has a recorded source and licence
6 Performance efficiency 60 FPS at 2560×1440, documented preset, no frame generation

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.

Quality Scenarios

ID Source/Stimulus Response Metric
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/review/visual_loop.py reports the deltas
QS-2 A façade is placed from measured data It sits on its verified footprint World span probed against Geo/verification/ within ~1 m
QS-3 Player walks both sides of the demo No fall-through, character stays at ground Z 0 raycast holes in 84-sample transect
QS-4 Player holds W for 2 s on flat road Character moves forward ≥ 200 cm displacement, Z constant within ±5 cm
QS-5 Player presses R Character teleports to spawn < 100 cm from StartLocation
QS-6 Player presses Escape Game pauses, cursor appears IsGamePaused() = true
QS-7 Player presses Escape while paused Game unpauses, cursor hides IsGamePaused() = false
QS-8 Fresh checkout + engine install Build succeeds Exit code 0, runnable binary produced
QS-9 Game runs on dev workstation at 1440p Frame rate holds the floor ≥ 60 FPS, 99th percentile ≥ 55 FPS

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.

Building realism gate (0.9.0)

ID Check Metric
BR-1 A building with a reference photograph has a review shot compared against it Silhouette and proportion deltas recorded per building in Screenshots/README.md; owner approval per shot
BR-2 Every building is either photo-matched or explicitly recorded as an unfounded blockout List in TODO.md; no building in an in-between state
BR-3 Every building has a collision proxy and at least one LOD Count of buildings missing either = 0
BR-4 No surface carries a placeholder material Material audit in Tools/unreal/ue_audit_scene.py reports 0 placeholder slots
BR-5 The realism pass does not break the floor QS-9 still holds at 1440p, with the measured cost of the pass recorded