From 7bf90508c379bcf83cc7c34a625718b0ace4da93 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Mon, 5 Oct 2026 17:27:45 +0100 Subject: [PATCH] handoff(forge): rebuild Windows pair from main >= 615e852f, re-judge render verdicts, pin Co-Authored-By: Claude Fable 5.1 Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2 --- .../forge-windows-render-bench-2026-10-05.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) create mode 100644 .agents/handoffs/forge-windows-render-bench-2026-10-05.md diff --git a/.agents/handoffs/forge-windows-render-bench-2026-10-05.md b/.agents/handoffs/forge-windows-render-bench-2026-10-05.md new file mode 100644 index 0000000..4a36bab --- /dev/null +++ b/.agents/handoffs/forge-windows-render-bench-2026-10-05.md @@ -0,0 +1,12 @@ +# Forge (Windows) — rebuild pair from engine main ≥ 615e852f, re-judge the render verdicts, pin (2026-10-05) + +macOS pair `615e852f` (code `c76f2ecc`) is published here. Windows is still `b1bc0aef` (2026-09-28). + +1. Build the Windows editor + console pair from `tinqs/engine` main with the `windows-x64` manifest flags + (`platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes`), + regenerate GodotSharp from that exact binary, smoke (0 wrapper errors), publish here, update `manifest.json` + + `README.md`. +2. Then pin `tinqs/required_engine_build="4.7.2@"` in `ariki-game/project.godot` (both platforms on the same commit). +3. Re-judge on Windows what the Mac measured (frame GPU-bound on M1): static shadow cache default (now OFF on Apple + silicon game-side, ON elsewhere — keep ON on Windows only if `inverted` ≥ `cache_off` fps), GPU veg bands, HLOD. + Full recipe + numbers: `ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md`.