perf: optimize Tile runtime and startup, fix frame diagnostics - #21
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ZyFou wants to merge 3 commits into
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perf: optimize Tile runtime and startup, fix frame diagnostics#21ZyFou wants to merge 3 commits into
ZyFou wants to merge 3 commits into
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Based on the supplied performance audit of
1b488d99aae81fae615eecf281fb24e2f9995cdf, with a follow-up for the reported ground-approach freeze, low Tile performance in worker mode, and inconsistent FPS counters.The screenshot showed 60 FPS / 1 draw / 1 triangle in the overlay versus 39 FPS / 104 draws / 56K triangles in the status bar. The overlay sampled animation callbacks and the final fullscreen pass. Worker input also failed to reset the activity timer, allowing idle pacing during navigation. Near-water preparation compiled unrelated hidden scene materials and detached clouds while waiting.
Changes:
Validation:
166dd5c67ff3ed4d9e47e01febcb8ea4bfb679f7.Implementation notes, measurements and reproduction commands are in docs/performance/audit-implementation.md.
Draft pending full 3D/device validation. Local browser access was blocked with
net::ERR_BLOCKED_BY_CLIENT, so the reported freeze has not been reproduced on the user's GPU and full visual parity/runtime gains are not yet measured. Recheck ground approach, shoreline crossings, detailed/textured slopes, planar/triplanar surfaces, prop placement and both counters at identical settings. The supplied 18,064 ms terrain compile trace establishes a startup bottleneck; it does not establish that the later freeze was texture generation.Requested resolution, noise octaves, cloud steps, water quality, textures, props and LOD settings are preserved. The sampled Tile field cache remains disabled. Resource counts remain advisory estimates.