Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
3.0 KiB
Forge: Windows A/B of parallel draw-list replay (engine 06ecc5df)
Why: Windows sits at 45–50 fps with the RTX 5080 idle. The render thread is the limiter (10–13 ms wall, end_frame
replay + submit 3.8–4.8 ms). The NVIDIA/WDDM driver path is paid serially on that thread for every vkCmd*.
Engine 06ecc5df can cut large draw lists into chunks and record them into secondary command buffers on worker
threads (Vulkan only, default off). Design + Mac results: engine .agents/wiki/parallel-draw-replay.md.
Nothing is published or pinned for this yet. This is a test build on Forge only.
1. Build + oracle (Vulkan, Khronos layer)
git checkout 06ecc5dfin the engine, build the Windows editor with thewindows-x64manifest flags. GodotSharp regen is not needed for the test: the game reaches the new API throughCall.- With the Vulkan SDK's validation layer available (
--gpu-validationturns it on):bash tests/gpu_oracle/parallel_draw_replay/run.sh <tinqs.windows.editor.x86_64.mono.exe> vulkanExpectORACLE: 6 passed, 0 failed, exit 0, zeroVUID/ validation lines in the output. Paste the output back.
2. In-game A/B (box otherwise idle, one engine, nothing else running)
The game pins 4.7.2@e64890fd3; skip the pin for this test build:
TINQS_ENGINE_SKIP_CHECK=1 GAME_ARGS=--gpu-profile GAME_RES=1600x900 bash tools/game.sh run
READY_TIMEOUT=400 bash tools/game.sh ready
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"host_game"}' # if it stops at the menu
# wait until in the world with fps settled (~50 s+), then:
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"gpucull","value":"replay status"}' # supported True
LOG="$APPDATA/Tinqs/app_userdata/Ariki/logs/godot.log"
OUT=.game-cli/replay-windows-$(date +%Y%m%d-%H%M)
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
--states "replay off=gpucull:replay off" "replay on=gpucull:replay on" "replay on 32x8=gpucull:replay on 32 8" \
--restore "gpucull:replay off"
Also take three curl -s 127.0.0.1:4328/mainthread reads with replay off and with replay on (from e3582841a).
They show which thread paces the frame.
Report per pose and state: frame ms, _draw wall, end_frame, render-CPU labels, fps p25, /perf gpucullCounters.parallelReplay (lists / chunks), pixel diff vs the A/A floor, and the full results.json.
3. Soak + eye check
gpucull replay on, walk 10 minutes (shore, inland, village, a tree felling), with --gpu-validation on a second run:
no device lost, no PARALLEL-REPLAY-BUG, no validation errors. Eye check where tree/rock shadows fall on open sand.
A stepped shadow edge was seen in one Mac capture and is probably a static-tile boundary; compare replay off vs on
at the same spot.
Decision rule
Default flips on (rendering/rendering_device/parallel_draw_replay/enabled=true in the game's project.godot,
then publish + pin) only if: oracle clean, soak clean, and frame time / end_frame drop at all 3 poses.