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gig-line/Docs/Architecture/01_introduction_and_goals.md
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zwitschi a1d52aa583 docs(arch): realism leads the quality list; performance moves to the end
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.
2026-11-08 20:37:03 +01:00

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Introduction and Goals

Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (0.1.0) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.

Requirements Overview

ID Description
F-1 Walk both sides of Hollywood Blvd in the demo area without falling through geometry
F-2 First-person movement (WASD + mouse look), jump, reset (R), pause (Escape)
F-3 Fixed daytime lighting and atmosphere (sun, sky, fog, exposure)
F-5 Designated street crossing with zebra markings at signalised crossings
F-6 Building façades recognisable against reference photography
F-7 Terrain, road, and sidewalk follow real-world DEM elevation
F-8 60 FPS at 1440p on the documented workstation and quality preset

Full requirements and progress are in TODO.md; version direction is in ROADMAP.md.

Quality Goals

Priority Quality Goal Scenario
1 Visual realism Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo
2 Geographic fidelity Building placement and street scale match the measured data and the photographs
3 Terrain walkability Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes)
4 Build reproducibility Fresh checkout + documented engine path produces a runnable Linux build
5 Provenance Every committed asset has recorded provenance
6 Performance efficiency 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation

How the order is used. It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a budget that must still be met, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.

Stakeholders

Role Contact Expectations
Owner / Director zwitschi Sets scope, approves screenshots, cuts release tags
AI coding agents multiple sessions Read AGENTS.md, TODO.md, ROADMAP.md, and this document for architecture constraints; never commit directly to main
Players end users Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block