perf: harden runtime for weaker hardware
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@@ -419,6 +419,18 @@ grass, conifers, richer deciduous silhouettes, and oversized butterflies add
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life without changing simulation authority. The matched review lives in
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[`baselines/JAJCE_CENTER_02.md`](baselines/JAJCE_CENTER_02.md).
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The world now also has a structural weak-PC contract. High restores that
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authored look; Balanced is the runtime default at 85% 3D scale with ordinary
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fog, shorter two-split shadows, roughly half the grass, fewer interactors, and
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no volumetric fog; Low uses 70% 3D scale, one short shadow region, disables
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glow/volumetric fog/color adjustment, and stops grass rendering and processing.
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Use `-- --quality=high|balanced|low` for reproducible runs. Headless regression
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proves the profiles are reversible, presentation-only, resource-isolated, and
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warning-clean under Compatibility feature selection. This does not exercise a
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real OpenGL GPU because headless Godot uses its dummy renderer. A representative
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weak-PC High/Low capture with CPU/GPU p50/p95, memory, and draw statistics is
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still required before claiming the visual frame-time exit condition.
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### Exit condition
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The lookdev scene can produce a compelling 10–20 second clip with no gameplay.
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@@ -854,6 +866,15 @@ Completed:
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49. `Jajce Seasons 16`: a deterministic four-day seasonal cycle halves gather
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yields and pauses berry regrowth on the cold day, so the garden keeps
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producing real scarcity the player can help address.
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50. Runtime health and weak-PC pass: the default Balanced presentation tier
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removes volumetric fog, halves grass density, lowers 3D scale, and shortens
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shadows; Low stops grass and costly effects while High remains reversible.
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UI/environment probes are rate-limited, failed creature paths back off,
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player resource prompts use the loaded-anchor grid, and simulation/combat
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ID callbacks use disposable indexes. Combat authority now enforces range,
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faction, unscaled player cooldown, recovery, melee approach, death ordering,
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and real pantry plunder. Benchmark workload v2 validates one combatant per synthetic
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NPC and records 90.63 ticks/s at 600 records with stable checksums.
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Next:
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