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ca99070
chore: start PRD-566 terrain LOD measurement
jonit-dev Oct 10, 2026
ff43c4a
test: measure PRD-566 terrain blend CPU work
jonit-dev Oct 10, 2026
653cfbc
docs: record accepted PRD-566 blend measurement gate
jonit-dev Oct 10, 2026
8e2c8a5
feat(core): morph terrain LODs with stock GPU targets
jonit-dev Oct 10, 2026
4318d56
fix(core): reserve terrain morph padding across renderer limits
jonit-dev Oct 10, 2026
fb674d3
docs: align terrain morph plan and build verification
jonit-dev Oct 10, 2026
a4e1aa4
feat(core): select terrain LOD with shared screen error policy
jonit-dev Oct 10, 2026
e548572
docs(prd566): align priority with implemented terrain source
jonit-dev Oct 10, 2026
5772ff0
fix(core): release terrain topology observation buffers
jonit-dev Oct 10, 2026
6c69cb5
docs(prd566): record failed NVIDIA terrain walk
jonit-dev Oct 10, 2026
f9acc49
fix: share terrain morph pipeline layouts without sharing geometry id…
jonit-dev Oct 10, 2026
08a6517
docs: record PRD-566 pipeline cache candidate builds
jonit-dev Oct 10, 2026
913213d
fix: evaluate component temporal checks independently of held ranges
jonit-dev Oct 10, 2026
62c479a
feat(core): expose resident terrain LOD decisions for inspection
jonit-dev Oct 10, 2026
3708064
docs(prd566): record bounded NVIDIA walk and direct LOD observations
jonit-dev Oct 10, 2026
2f97ff0
fix(core): reconcile terrain seams during asynchronous LOD morphs
jonit-dev Oct 11, 2026
0daa2fd
fix(core): discard superseded terrain merge replies
jonit-dev Oct 11, 2026
d0461db
test(terrain): trace sampled LOD eligibility and reopen GPU parity ac…
jonit-dev Oct 11, 2026
7a90d0e
test(terrain): observe GPU-rendered morph surface within 1 mm (AC-1)
jonit-dev Oct 11, 2026
fbb5a31
test(templates): refresh parent scaffold hashes for the shared three …
jonit-dev Oct 11, 2026
d91fbe1
test(terrain): frame the streaming walk where coarser LODs are eligib…
jonit-dev Oct 11, 2026
a1d284d
docs(prd566): record blocked hardware and desktop proof attempts
jonit-dev Oct 12, 2026
d90c4b7
fix(playtest): select the Vulkan hardware adapter in WebGPU recipe
jonit-dev Oct 12, 2026
901d791
docs(prd566): record NVIDIA harness brief rerun
jonit-dev Oct 12, 2026
2b65453
test(terrain): retain walk frame times for blend-tail measurement
jonit-dev Oct 12, 2026
1e397e0
docs(prd566): trace existing topology failures to the sampled field
jonit-dev Oct 12, 2026
ec1a94e
docs(prd566): keep blend-tail box open on incomplete live-clock proof
jonit-dev Oct 12, 2026
4c8f8fa
fix(abyss): share a portable terrain game entry for desktop packaging
jonit-dev Oct 12, 2026
c5713b9
fix(core): preserve viewport tuple types in terrain recipe spec
jonit-dev Oct 12, 2026
e2714a6
fix(example): make terrain catchment meet topology floors
jonit-dev Oct 12, 2026
525ccec
fix(runtime-native): expose retained fetch failures to the playtest m…
jonit-dev Oct 12, 2026
cb3632c
fix(playtest): evaluate observed desktop network failures
jonit-dev Oct 12, 2026
150899d
fix(playtest): align device warmup with browser frames
jonit-dev Oct 12, 2026
3116ac3
fix(terrain): retain blend counts with their completed draw intervals
jonit-dev Oct 12, 2026
aff9f65
docs(prd566): mark measured phase-one status done
jonit-dev Oct 12, 2026
911bdce
style(prd566): clear lint errors in files this branch touched
jonit-dev Oct 12, 2026
a9d3398
fix: repair terrain CI contracts and native smoke assets
jonit-dev Oct 12, 2026
895b596
Merge origin/develop into feat/prd566-terrain-lod
jonit-dev Oct 12, 2026
09f3e24
fix(core): refresh exact Three upgrade migrations for terrain morphs
jonit-dev Oct 12, 2026
0caafd3
docs(prd566): classify latest CI failures against green develop
jonit-dev Oct 12, 2026
09c3426
Merge origin/develop into feat/prd566-terrain-lod
jonit-dev Oct 12, 2026
55c2e3a
fix(playtest): scope forced Vulkan flags to host display runs
jonit-dev Oct 12, 2026
92feefd
fix(playtest): measure spawned counters and stage native fog assets
jonit-dev Oct 12, 2026
2785b8b
fix(playtest): use Number namespace for observation clock bounds
jonit-dev Oct 12, 2026
1f9326f
fix(playtest): scope spawned baselines to temporal assertions
jonit-dev Oct 12, 2026
ed0aff6
docs(prd566): record both CI causes passing local replay
jonit-dev Oct 12, 2026
3d677d4
Merge remote-tracking branch 'origin/develop' into feat/prd566-terrai…
jonit-dev Oct 12, 2026
7c4a294
fix(ci): isolate native fog imports and bound GPU fixture terrain
jonit-dev Oct 13, 2026
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2 changes: 1 addition & 1 deletion docs/PRDs/Unreal/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ earlier wave unless the "Waits on" column says so.
| 2 | [PRD-561](../done/PRD-561-contact-shadows-from-screen-depth.md) | Small objects and feet sit on the ground (screen-space contact shadows) | 5 MEDIUM | — |
| 2 | [PRD-563](../done/PRD-563-the-first-frame-starts-at-the-tier-the-gpu-family-holds.md) | The first frame starts at the tier the GPU family can hold | 5 MEDIUM | — |
| 2 | [PRD-569](./vfx/PRD-569-gpu-particle-emitters-cull-and-yield-to-the-frame-budget.md) | Off-view GPU emitters stop costing; effects yield to the frame budget | 5 MEDIUM | — |
| 2 | [PRD-566](./open-world/PRD-566-terrain-lod-morphs-on-the-gpu-and-picks-by-screen-error.md) | Terrain LOD morphs on the GPU and picks its level by screen error | 3 LOW | — |
| 2 | [PRD-566](../done/PRD-566-terrain-lod-morphs-on-the-gpu-and-picks-by-screen-error.md) | Terrain LOD morphs on the GPU and picks its level by screen error | 3 LOW | — |
| 3 | [PRD-564](./performance/PRD-564-the-resolution-scale-changes-without-reallocating-a-target.md) | The resolution scale changes without reallocating a target | 6 MEDIUM | its Phase 1 hitch measurement |
| 3 | [PRD-570](./animation/PRD-570-a-character-costs-what-the-camera-sees-of-it.md) | Distant and hidden characters animate and skin for less | 5 MEDIUM | its Phase 1 cost measurement |
| 3 | [PRD-562](./rendering/PRD-562-aerial-perspective-from-a-froxel-volume.md) | Distant land takes the colour of the sky it is seen through | 4 MEDIUM | — |
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Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ than a missing effect:

Terrain already does this correctly and is the precedent, not the work: a tile's LOD change morphs
vertex positions over `LOD_TRANSITION_FRAMES = 3` (`packages/core/src/world-tiles.ts:229`).
[PRD-566](PRD-566-terrain-lod-morphs-on-the-gpu-and-picks-by-screen-error.md) moves that morph to
[PRD-566](../../done/PRD-566-terrain-lod-morphs-on-the-gpu-and-picks-by-screen-error.md) moves that morph to
the GPU; it stays out of this PRD. Scatter has no equivalent because the mix is per instance and `InstancedBatch` writes
only `instanceMatrix` (`packages/core/src/instanced-batch.ts:236-238`).

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