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Feature slice: presentation, relevance, and weak-PC performance
Presentation is deliberately replaceable and bounded. The simulation can run headless; loaded scenes provide geometry, navigation, animation, cues, and input. This guide records the current performance controls and the evidence we do and do not have.
Loaded-world boundary
ActiveWorldAdapter owns a context identity (world_id, location_id, context_id), a WorldTargetRegistry, loaded resource spatial index, and
provider handles for resource/storage/activity/animal nodes. It is the only
place where a simulation target is paired with loaded geometry. Multiple
contexts must use separate ancestor containers; duplicate stable IDs are valid
only when they belong to different explicit contexts.
WorldViewManager owns active NPC visual instances and forwards target/arrival/
navigation callbacks. NpcVisual, CreatureVisual, and AnimalNode follow
authoritative positions. They do not own elapsed travel or saved quantities.
Relevance and navigation budgets
PresentationRelevancePolicy.select_detailed_visuals() rejects foreign world,
context, or location candidates before ranking and returns at most 40 detailed
visuals. Explicit pins include named/important people, player-affecting
threats, situation/commitment participants, leaders, and unique owners. If
mandatory pins exceed the cap, the policy fails closed instead of silently
dropping identities. Decisions include score, distance, pin reasons, and
rejection traces.
PresentationNavRequestBudget admits at most two new navigation requests per
frame. It exposes pending/in-flight IDs and deterministic priority order. The
budget is a pure policy contract today; wiring it into every production visual
spawn is a next integration.
Jajce quality profiles
JajceWorld owns reversible High, Balanced, and Low presentation profiles with
instance-local mutable environment/grass resources and viewport-scale ownership.
| Profile | 3D scale | Shadow distance | Volumetric/glow | Grass |
|---|---|---|---|---|
| High | authored | authored (currently 180 m) | authored when renderer supports it | authored density/interactors |
| Balanced (default) | 0.85 cap | 120 m cap | authored ordinary lookdev; unsupported volumetric disabled | reduced spacing/interactors/update rate |
| Low | 0.70 cap | 80 m, orthogonal | volumetric/glow/adjustment disabled; ordinary fog retained | hidden/stopped, emitters off, shader interactors zero |
UI remains at native resolution. High/Low switches restore captured authored values; viewport scale restoration is guarded by the current quality owner so a second world cannot clobber the active owner. Compatibility/mobile feature selection never forces unsupported volumetric fog on.
Runtime hot paths already bounded
The woodland storybook art pass adds portable Blender animal meshes and an opaque 35-triangle, seven-blade grass tuft. The existing camera-local grass field and quality controls own its instance budget; four loaded path strips provide disposable grass-clearance data after material isolation. Animal appearance is derived from stable NPC IDs, shares mesh resources, and retains profession tint, velocity-driven motion, inventory cues and death through the existing presentation controllers. No saved state or navigation changes.
Characters and buildings use soft cel bands; tree crowns retain the shared breeze with painted color patches. A static procedural cloud sky, cooler ambient fill and warm sunlight follow the simulation day/night clock. The cloud shader adds no volumetric pass, outline pass or screen-space postprocess. See the asset contract and rebuild commands.
docs/baselines/storybook_*.png records the native Metal review. The accompanying
storybook_render_metrics.json records a bounded local 1600×900 static-camera
sample on Apple M1 Max with six NPCs and High/Balanced/Low settings. Wall-frame
latency includes vsync and does not close the weak-PC evidence gap below.
- Player interaction and villager inspection probes are throttled/event-driven; they no longer rebuild all candidate data every rendered frame.
LoadedResourceSpatialIndexbounds finite-resource discovery.SimulationPopulationViewgives stable-ID all/living/starving indexes once per tick.WorldTargetRegistrygives O(1) target lookup and deterministic iteration.- Creature path failures retain the failed target and use bounded backoff.
- Hostile hit flashes are health-change driven, not position-change driven.
- Day/night, status, time dial, storage/debug labels, and grass updates run at human-readable rates or only on state changes.
- Regional scheduled work uses a due-job heap rather than a permanent scan.
What the benchmarks prove
- Simulation baseline 03: 600 full-fidelity data-only NPC/combatant records at about 90.6 ticks/s on the reviewed Apple M1 Max capture, with matching checksums across samples.
- Loaded Resource Discovery 01: indexed 1,800-anchor queries preserve exact selection checksums while reducing resolution work dramatically.
- Regional scale baseline 01: five settlements, 20 caravans, 2,000 named people, 50,000 aggregate residents, 2,025 jobs, budget/checksum parity.
These are headless/structural measurements. They do not prove 600 rendered visuals, a 30-day regional economy, or weak-PC GPU frame time.
Remaining evidence gap
The project still needs a recorded reference weak-PC active-world workload at a fixed gameplay camera, including High and Low p50/p95/p99 CPU/GPU frame time, draw calls/primitives, memory/VRAM, active detailed visuals, and navigation queue depth. The CI gate should keep structural profile assertions and the two-request policy; hardware measurements belong in a reviewed benchmark ledger, not brittle cross-machine CI thresholds.
Performance extension rules
- Measure a representative workload before optimizing.
- Keep simulation and presentation results checksum-identical across loaded, unloaded, and load/unload runs.
- Add indexes, dirty sets, analytical updates, or scheduled jobs before adding more per-frame scans.
- Keep allocations out of render-frame probes and avoid sorting when a stable bounded comparison is sufficient.
- Any new visual must declare relevance/pin behavior and obey the navigation request budget.
See the benchmark ledger, regional contract, and the build-in-public visual plan.