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4 changes: 4 additions & 0 deletions docs/perf-roadmap.md
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Expand Up @@ -317,6 +317,10 @@ Items, in order. Each lists the measure that proves it and the sim bench that cl
- B5c mulberry-river tree fields (oak, shortleaf, sycamore, river-birch) are 784 of 857 draws: 640 draws
from 4 species because each LOD level splits into per-material parts. Merge bark+leaf parts per level
or cut LOD3 draws. Close: mulberry-river < 500 draws (phase 2).
Status (offline; sim validation pending): DROPPED. Surfaces of one level carry different materials (bark,
leaf, autumn leaf), so they cannot merge into one draw. Tried tree cellSize 24 -> 48 in MulberryVegetation:
draws 857 -> 671 (still > 500), tris 2044k -> 2184k (over the 2147k budget), coarser LOD switching. Reverted.
Remaining option: a single-surface LOD3 (needs a bark+leaf atlas material) or far-cell coalescing in RealInstancing.
- B5d mulberry-river rocks (limestone-algae x70 212k with 13872 LOD0 tris, ozark-limestone x70 88k): LOD1
is 19 % of LOD0 already, so the in-view cost is LOD0 near the camera; shorten rock switch distances or
cull. Close: rock fields < 150k in-view.
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2 changes: 2 additions & 0 deletions notes/QUEUE.md
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Expand Up @@ -5,3 +5,5 @@ B7 | perf-b7 | https://github.com/hunterh37/RealityHD/pull/96 | hoverSwapsRestPr
B4 | perf-b4 | https://github.com/hunterh37/RealityHD/pull/97 | dropped offline: alpine in-view 2734k->1977k, diff 2.47% (need <1.5M, <0.1%) | none
B5b | perf-b5b | https://github.com/hunterh37/RealityHD/pull/100 | dropped offline: grass.tall 497k->141k (-72%), diff 10.8% (need halved, <0.1%) | none
B5a | perf-b5a | https://github.com/hunterh37/RealityHD/pull/99 | in-view 2225k->2183k, shadow 2122k->2068k, draws 330 | sim bench lakeside-camp
B5c | perf-b5c | PRURL | dropped: cellSize 48 gave 857->671 draws, tris over budget | none
B5c | perf-b5c | https://github.com/hunterh37/RealityHD/pull/101 | dropped: cellSize 48 gave 857->671 draws, tris over budget | none
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