{
  "asOf": "2026-10-17",
  "engine": "5.7.4",
  "hardware": "i9-14900KF / RTX 5070 12 GB / 64 GB",
  "scope": "finite terrain prototype; engine production timing; not displayed FPS; no full Lumen/water/foliage/gameplay load",
  "tests": {
    "succeeded": 53,
    "failed": 0,
    "notRun": 0,
    "succeededWithWarnings": 0
  },
  "budgets": {
    "status": "design_budgets_not_measurements",
    "target_hz": 120,
    "frame_ms": 8.3333333333,
    "game_thread_target_ms": 6.0,
    "render_thread_target_ms": 3.0,
    "rhi_thread_target_ms": 1.5,
    "gpu_target_ms": 7.0,
    "game_thread": [
      {
        "name": "引擎基础、输入和相机",
        "ms": 0.55,
        "status": "基础路径存在",
        "policy": "输入/相机每渲染帧更新；避免主线程同步等待"
      },
      {
        "name": "玩法、战斗、背包、任务和交互",
        "ms": 0.55,
        "status": "完整玩法未实现",
        "policy": "事件驱动，批处理；避免每个物品每帧 Tick"
      },
      {
        "name": "角色、移动、动画和骨骼任务提交",
        "ms": 0.65,
        "status": "只有基础第一人称角色",
        "policy": "近处角色优先；动画计算可降频并插值，限制骨骼与布料"
      },
      {
        "name": "AI 决策、感知和行为",
        "ms": 0.7,
        "status": "未实现",
        "policy": "初始压力模型：20 个近处 AI、80 个远处 AI；决策 10–20 Hz/远处 1–5 Hz，错峰执行"
      },
      {
        "name": "寻路、动态导航和连通性通知",
        "ms": 0.2,
        "status": "未实现",
        "policy": "挖掘仅使局部导航脏；重建走后台，主线程只提交/应用结果"
      },
      {
        "name": "物理世界、接触、查询和角色碰撞",
        "ms": 0.75,
        "status": "基础 Chaos 与地形碰撞存在",
        "policy": "固定时间步、子步数上限、碎片休眠；不能按渲染 FPS 无界增加物理工作"
      },
      {
        "name": "体素编辑、LOD、失效和任务调度",
        "ms": 0.45,
        "status": "已实现有限区域",
        "policy": "体素编辑影响区域局部化；每笔同步修改与每帧调度分开约束"
      },
      {
        "name": "网格上传、碰撞挂接和资源发布",
        "ms": 0.5,
        "status": "已实现 UE 适配",
        "policy": "按帧分批，单次不可抢占上传也必须压小；当前 2 ms 软预算仍需下降"
      },
      {
        "name": "水、烟雾和天气 CPU 调度",
        "ms": 0.2,
        "status": "未实现",
        "policy": "共享固体边界通知；只维护局部激活域与 GPU 命令，主线程不读回全场"
      },
      {
        "name": "音频主线程提交",
        "ms": 0.15,
        "status": "只有引擎空音频路径",
        "policy": "限活跃声源；混音线程另计"
      },
      {
        "name": "网络、复制和输入同步",
        "ms": 0.25,
        "status": "未实现",
        "policy": "按编辑指令与局部修订复制；主线程不序列化整个体素世界"
      },
      {
        "name": "流送、解压、存档提交和 I/O 回调",
        "ms": 0.25,
        "status": "完整流送未实现",
        "policy": "后台 I/O/压缩；每帧限额应用，保存用快照，不同步保存全世界"
      },
      {
        "name": "HUD、菜单和 UI 逻辑",
        "ms": 0.25,
        "status": "基础 HUD 存在",
        "policy": "失效驱动 UI；避免每帧全树重建"
      },
      {
        "name": "GC、对象生命周期和清理",
        "ms": 0.2,
        "status": "UE 默认路径",
        "policy": "此数为日常分片预算；全量 GC/大量销毁的尖峰必须另验收，不能靠平均值掩盖"
      },
      {
        "name": "未归属逻辑和集成余量",
        "ms": 0.35,
        "status": "预留",
        "policy": "新模块必须登记，禁止侵占全部 2.33 ms 总帧余量"
      }
    ],
    "gpu": [
      {
        "name": "可见性、深度预通过和 HZB",
        "ms": 0.4,
        "status": "基础路径存在"
      },
      {
        "name": "地形基础绘制与材质",
        "ms": 1.6,
        "status": "当前原生 BasePass P95 约2.655ms，尚未满足1.60ms；需优化材质/LOD或降低内部渲染分辨率"
      },
      {
        "name": "建筑、道具和角色基础绘制",
        "ms": 0.7,
        "status": "完整场景未实现"
      },
      {
        "name": "阴影生成和投影",
        "ms": 0.8,
        "status": "级联阴影存在，完整物体压力未实现"
      },
      {
        "name": "光照、AO、环境反射和屏幕反射",
        "ms": 0.9,
        "status": "当前原生 SSAO P95 约1.053ms，已超过此整组0.90ms目标；需优化/调低AO与反射质量"
      },
      {
        "name": "水面、反射折射和水下绘制",
        "ms": 0.45,
        "status": "未实现"
      },
      {
        "name": "局部水体模拟",
        "ms": 0.35,
        "status": "未实现；规划初始上限为两个 64^3 激活域"
      },
      {
        "name": "烟雾、云和大气体积绘制",
        "ms": 0.5,
        "status": "只有基础大气/高度雾；体积部分未实现"
      },
      {
        "name": "局部烟雾速度/密度求解",
        "ms": 0.25,
        "status": "未实现；规划初始一个 64^3 激活域"
      },
      {
        "name": "粒子、破坏碎片和透明特效",
        "ms": 0.35,
        "status": "未实现完整效果"
      },
      {
        "name": "抗锯齿、色调映射和后处理",
        "ms": 0.5,
        "status": "TAA 与基础后处理存在"
      },
      {
        "name": "UI 合成",
        "ms": 0.1,
        "status": "基础 HUD 存在"
      },
      {
        "name": "资源更新、拷贝与未归属 GPU 工作",
        "ms": 0.1,
        "status": "预留"
      }
    ],
    "memory": {
      "vram_target_peak_gib": 9.0,
      "vram_planned_gib": [
        [
          "地形/建筑/角色贴图",
          3.0
        ],
        [
          "几何、索引、实例与可见性数据",
          1.0
        ],
        [
          "深度、GBuffer、HZB、后处理渲染目标",
          1.25
        ],
        [
          "阴影",
          0.5
        ],
        [
          "局部水/烟雾场与体积资源",
          0.75
        ],
        [
          "粒子和 UI 独立缓冲",
          0.25
        ],
        [
          "流送临时驻留与 GPU 临时资源",
          0.75
        ]
      ],
      "ram_working_set_target_gib": 16.0,
      "ram_commit_target_gib": 20.0,
      "ram_planned_gib": [
        [
          "引擎与基础系统",
          4.0
        ],
        [
          "世界和压缩体素状态",
          2.0
        ],
        [
          "热区解压缓存",
          1.0
        ],
        [
          "网格与碰撞构建暂存",
          2.0
        ],
        [
          "对象、动画与音频资源",
          3.0
        ],
        [
          "流送与 I/O 暂存",
          1.0
        ],
        [
          "撤销与保存快照",
          1.0
        ]
      ]
    },
    "acceptance": {
      "frame_p95_ms": 8.3333333333,
      "frame_p99_ms": 8.3333333333,
      "frame_max_policy": "持续压力段内 >16.67 ms 的帧逐一定位；稳定 120 还要求长时间和复杂场景覆盖，短测不能认证",
      "edit_first_visible_target_ms": 16.7,
      "edit_collision_target_ms": 33.3,
      "edit_group_settlement_p95_target_ms": 50.0,
      "fluid_policy": "模拟可20–30 Hz，渲染每帧插值；更新工作需跨帧分片，更新帧也不得超过预算，不能把1.4 ms尖峰除以四当成满足0.35 ms",
      "async_policy": "后台网格/碰撞/导航用独立队列和并发上限；worker 耗时总和不是主线程帧时间。须同时测排队、线程占用和更新延迟",
      "quality_policy": "以上为待验证设计预算，按具体分辨率分别验收。原生 3440x1440 与 1080p 不可混用；不默认开启帧生成"
    },
    "budget_resolution": "3440x1440 output; native rendering target requiring optimization of current base pass and AO; 1080p separately measured"
  },
  "systems": [
    [
      "平滑编辑与保存",
      "已实现",
      "可以挖、填、塑形、撤销和保存"
    ],
    [
      "多级数据与相机 LOD",
      "已实现",
      "目前在有限场景内细分和折叠"
    ],
    [
      "普通高类别与 CPU 发布",
      "已实现",
      "已核验有效字段和容量状态"
    ],
    [
      "异步碰撞与版本失效",
      "已实现",
      "能丢弃旧结果，做过运行时压力检查"
    ],
    [
      "屋顶几何",
      "部分完成",
      "查表、解码和打包已做，拓扑与倒角还缺"
    ],
    [
      "GPU 形变与完整材质",
      "部分完成",
      "检查过部分计算，整条渲染链还没接好"
    ],
    [
      "整游戏 120 Hz",
      "验证中",
      "有地形基线，完整负载还没测"
    ],
    [
      "水体与局部烟雾",
      "计划中",
      "接下来做边界、连通性和局部求解"
    ],
    [
      "树草、云与交互物理",
      "计划中",
      "已有方向和预算，还没做完整场景"
    ],
    [
      "无限流送 / 联网 / 导航",
      "计划中",
      "当前还是有限的单机场景"
    ]
  ],
  "kernels": [
    {
      "name": "动态 LOD",
      "cases": 1024,
      "original": 0.21925,
      "port": 0.11395
    },
    {
      "name": "高类别 · 合成",
      "cases": 96,
      "original": 2.77845,
      "port": 2.4804500000000003
    },
    {
      "name": "高类别 · 实际输入",
      "cases": 32,
      "original": 8.750399999999999,
      "port": 6.9062
    },
    {
      "name": "CPU 发布 · 合成",
      "cases": 192,
      "original": 0.1945,
      "port": 0.11854999999999999
    },
    {
      "name": "CPU 发布 · 实际输入",
      "cases": 31,
      "original": 2.3366,
      "port": 1.8474499999999998
    }
  ],
  "performance": {
    "1080": {
      "resolution": "1920x1080",
      "seconds": 30.0,
      "rows": [
        [
          "静止",
          358.77705317005234,
          3.2359999999999998,
          3.5123789999999997,
          6.2775,
          1.41487,
          2.8095550000000005,
          0
        ],
        [
          "0.75 m 挖掘",
          359.03917998154776,
          3.2776899999999998,
          3.581378,
          15.5521,
          1.5713249999999994,
          2.7993,
          1
        ],
        [
          "2.5 m 挖填",
          360.56328205610345,
          3.2979249999999998,
          3.6327,
          7.09,
          2.166725,
          2.77975,
          0
        ]
      ]
    },
    "3440": {
      "resolution": "3440x1440",
      "seconds": 15.0,
      "rows": [
        [
          "静止",
          186.6061557107322,
          5.9497,
          6.271976,
          9.0576,
          1.21842,
          5.5785,
          1
        ],
        [
          "0.75 m 挖掘",
          183.78780290281728,
          5.9463799999999996,
          6.192820000000001,
          7.2506,
          1.7927600000000006,
          5.61542,
          0
        ],
        [
          "2.5 m 挖填",
          182.63083446836325,
          5.95805,
          6.214384999999998,
          7.6674,
          2.64235,
          5.62045,
          0
        ]
      ]
    }
  },
  "performanceColumns": [
    "stage",
    "meanEngineFPS",
    "frameP95Ms",
    "frameP99Ms",
    "frameMaxMs",
    "gameThreadP95Ms",
    "gpuP95Ms",
    "framesAbove8_333Ms"
  ]
}