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gig-line/Docs/Architecture/10_quality_requirements.md
T
zwitschi 4132f42ca1 plan: give realistic buildings their own minor milestone (0.9.0)
The facade work started as a patch (0.1.4) and the 0.1.6 retail pass showed what
that costs: a patch has no release gate of its own, so a first pass that does not
yet read as the building can sit inside a done patch series. Realism is also the
leading quality goal, which a patch cannot carry.

New 0.9.0 - Realistic buildings, before the feature freeze: facade system with more
than one order, a profile library, storefront types, signage as decals, per-building
photo-matched models, a measured material library with a texel-density rule, and
LODs plus collision proxies. Former 0.9.0 freeze/beta/audit becomes 0.10.0 with
patches 0.10.1-0.10.3; 1.0.0 moves to weeks 39-44.

Recorded as ADR-8 (append-only) with a measurable gate BR-1..BR-5 in the quality
requirements, mirrored into the combined architecture.md. The 0.1.6 item now says
which of its gaps move to 0.9.0 and why more geometry cannot close them.
2026-11-09 09:54:15 +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/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/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