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.
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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 |