- qaselftest now records per-frame times over the fixed 2 s walk and logs GigLine PERF (frames/avg/p50/p95/p99/max + AA method, screen %, frame gen, VSync), writing Saved/Profiling/perf-walk-frametimes.csv. - Measured on packaged Development build, UE 5.8.4 Vulkan, RTX 5070 Ti, Epic preset, TSR on, VSync off, no frame gen: 2.42 ms avg (414 fps), p99 3.01 ms at 2560x1440 over 829 frames -> PASS (target 60 FPS). - Record + reproduce steps in Docs/release-checks.md; frame-time series committed at Docs/perf/0.1.0-walk-frametimes.csv.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.