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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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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.