# Simulation scaling baseline 01 This is the first reviewed Milestone 8 measurement of the current full-fidelity, data-only simulation. It establishes a reproducible reference before introducing batching, spatial partitions, or simulation LOD. The machine-readable samples and checksums are stored beside this note in [`simulation_scaling_baseline_01.json`](simulation_scaling_baseline_01.json). ## Capture context - captured: 2026-07-16; - engine: Godot 4.7 stable; - host: Apple M1 Max with 64 GB memory on macOS, with 10 processors reported by Godot; - benchmark seed: `8088`; - workload: `full_fidelity_headless_arrival`; - samples: three fresh managers per case, using the median; - cadence: 10 warmup ticks, then 200 measured ticks at 1.2 simulated seconds per tick. Run the reviewed capture from the project root: ```bash /Applications/Godot.app/Contents/MacOS/Godot \ --headless --path "$PWD" \ --script res://tools/benchmark_simulation_scaling.gd -- \ --host-label="Apple M1 Max, 64 GB" \ --output=res://docs/benchmarks/simulation_scaling_baseline_01.json ``` ## Workload contract Every NPC remains a named `SimNPC` and receives the normal needs, schedule, task, opportunity, and action-selection work each tick. The pantry starts empty, so ordinary food-supply decisions exercise the current population-wide queries. Travel completes through the same deterministic immediate-arrival convention used by existing headless continuation scenarios. Seeded history is made of valid immutable storage-deposit events plus at most three known-event references per NPC, and every prepared fixture must parse through the normal `SimulationStateRecord` schema. The timed section excludes manager construction, fixture preparation, serialization, world scenes, rendering, navigation, and `NpcVisual`. This is a simulation-throughput baseline, not a complete frame-time or memory profile. ## Results | Case | NPCs | Seeded history | Median us/tick | Ticks/s | Simulated realtime | Arrival share | End JSON | Events added | | --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | | Population 6 | 6 | 0 | 55.74 | 17,942.05 | 21,530.5x | 5.2% | 0.06 MiB | 209 | | Population 60 | 60 | 0 | 621.87 | 1,608.07 | 1,929.7x | 6.4% | 0.56 MiB | 2,090 | | Population 600 | 600 | 0 | 15,187.74 | 65.84 | 79.0x | 14.0% | 5.67 MiB | 20,950 | | History 600 | 60 | 600 | 677.12 | 1,476.85 | 1,772.2x | 5.6% | 0.71 MiB | 2,090 | | History 6,000 | 60 | 6,000 | 1,421.19 | 703.64 | 844.4x | 2.7% | 2.04 MiB | 2,090 | All three samples in each case produced the same deterministic checksum and state counters. The benchmark runner rejects the report if they diverge. ## Findings Population scaling is the first measured knee. Raising the fixture from 60 to 600 NPCs increases median tick cost by about 24.4x for 10x the population. Immediate-arrival completion accounts for only 14.0% of the 600-NPC timed section, so most of that growth remains inside the ordinary simulation tick. The benchmark is not a function profiler, but code inspection identifies a bounded first candidate: while food is scarce, each applicable idle decision calls `RelationshipSystem.get_trusted_starving_subject()`, which rebuilds a map by scanning every NPC. Building the same stable-ID population view once per tick should remove repeated work without changing action semantics or tie breaks. The benchmark and checksum give that change a concrete comparison. History also has a visible but less urgent cost. At a fixed 60 NPCs, increasing seeded objective events from 600 to 6,000 raises tick cost about 2.1x and final serialized state from 0.71 MiB to 2.04 MiB. The 180 seeded known-event references age out during the measured window, while the objective event log remains complete. Event-log indexing or archiving therefore remains a later, separate decision. Organic event growth matters independently of CPU time. The 600-NPC case adds 20,950 objective events and grows serialized state by 5,235,086 bytes over only 200 measured ticks. Future long-session work should measure event retention and save cost explicitly rather than treating tick throughput as the whole scale problem. ## Reference target and next slice The first local reference target is at least **50 measured ticks per second for 600 data-only full-fidelity NPCs** on this Apple M1 Max workload, with identical deterministic state and checksum. Baseline 01 reaches 65.84 ticks per second. This is a local comparison target, not a cross-machine CI timing assertion or a claim about 600 rendered and navigating characters. The next slice should build one reusable per-tick population view for the existing trusted-starving-subject consumer, preserve exact selection and continuation results, and rerun this ledger. Spatial partitioning and active/abstract LOD should wait until that bounded change shows what cost remains.