Restore upstream shadow visibility after gameplay trace comparison

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chazmm committed 2026-09-09 22:18:45 +01:00
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@@ -83,3 +83,39 @@ system-only DLL imports were verified without running gameplay. EXE SHA-256:
v8 for comparison. The new capture is armed until F9 and records 20 seconds.
Existing compiler warnings remain. Runtime appearance and FPS acceptance are
pending the user's test; the agent's GPU runs were isolated headless tests only.
## v10: restore the measured shadow baseline
The completed user captures `university-cpu-bindings-v8-8702-22955.json` and
`university-cpu-followup-v9-5644-32244.json` each cover 20 seconds without dropped
trace events. Median frame time improved from 4.578 to 3.976 ms, but mean frame
time increased from 4.601 to 4.806 ms and p99 from 7.775 to 21.713 ms. These are
not matched camera routes; neither the aggregate improvement nor the hitches
can be attributed conclusively to a particular change.
Directional shadow system plus deferred-command time increased from approximately
0.525 + 0.036 = 0.561 ms/frame in v8 to 0.573 + 0.243 = 0.816 ms/frame in v9.
The indexed implementation repeats visibility publication across cascade lists.
A candidate using a reused entity set and a bulk mutable query passed visibility
parity tests but did not improve a complete headless schedule benchmark: 0.0610
versus 0.0590 ms/update for v9. That candidate was discarded.
The same fixture measured upstream at 0.1410 ms/update, which disagrees with the
relative result in gameplay. It uses actual University bounds but fixed frusta,
two overlapping views, no moving casters and an otherwise idle ECS schedule.
This makes it useful for detecting local overhead, not choosing the fastest
production path or predicting FPS. The inventory now includes full schedule
measurements, including deferred writes, alongside the older query-only kernel.
v10 restores upstream Bevy directional shadow visibility by removing the custom
system installation/replacement and the retail entity marker. The index remains
compiled only for headless tests and experiments. Material resource reuse,
controller metadata caching and the v8 bindless shader fix remain active.
Shadow geometry, quality and distance are unchanged. This is a conservative
return to the earlier measured path, not a claim that it resolves every hitch.
Visibility parity tests now also reset and verify per-entity ViewVisibility after
each lifecycle change, in addition to comparing cascade membership. The private
v10 launcher is `TRACE-UNIVERSITY-SHADOW-FIX.bat`; v8 and v9 remain available.
A matched user capture is required to determine the actual frame-time effect.