perf: harden runtime for weaker hardware

This commit is contained in:
Rijad Zuzo
2026-08-12 10:02:45 +02:00
parent cd29da95e0
commit 34428d836a
47 changed files with 2164 additions and 243 deletions
+21
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@@ -419,6 +419,18 @@ grass, conifers, richer deciduous silhouettes, and oversized butterflies add
life without changing simulation authority. The matched review lives in
[`baselines/JAJCE_CENTER_02.md`](baselines/JAJCE_CENTER_02.md).
The world now also has a structural weak-PC contract. High restores that
authored look; Balanced is the runtime default at 85% 3D scale with ordinary
fog, shorter two-split shadows, roughly half the grass, fewer interactors, and
no volumetric fog; Low uses 70% 3D scale, one short shadow region, disables
glow/volumetric fog/color adjustment, and stops grass rendering and processing.
Use `-- --quality=high|balanced|low` for reproducible runs. Headless regression
proves the profiles are reversible, presentation-only, resource-isolated, and
warning-clean under Compatibility feature selection. This does not exercise a
real OpenGL GPU because headless Godot uses its dummy renderer. A representative
weak-PC High/Low capture with CPU/GPU p50/p95, memory, and draw statistics is
still required before claiming the visual frame-time exit condition.
### Exit condition
The lookdev scene can produce a compelling 1020 second clip with no gameplay.
@@ -854,6 +866,15 @@ Completed:
49. `Jajce Seasons 16`: a deterministic four-day seasonal cycle halves gather
yields and pauses berry regrowth on the cold day, so the garden keeps
producing real scarcity the player can help address.
50. Runtime health and weak-PC pass: the default Balanced presentation tier
removes volumetric fog, halves grass density, lowers 3D scale, and shortens
shadows; Low stops grass and costly effects while High remains reversible.
UI/environment probes are rate-limited, failed creature paths back off,
player resource prompts use the loaded-anchor grid, and simulation/combat
ID callbacks use disposable indexes. Combat authority now enforces range,
faction, unscaled player cooldown, recovery, melee approach, death ordering,
and real pantry plunder. Benchmark workload v2 validates one combatant per synthetic
NPC and records 90.63 ticks/s at 600 records with stable checksums.
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