Primary Target
Frame-Time p95
Reduce sustained spikes in heavy battles.
Dev Journal Entry
January 20, 2026
Performance
Primary Target
Frame-Time p95
Reduce sustained spikes in heavy battles.
Scope
CPU + GPU + IO
Optimization tracks are cross-stack, not single subsystem.
Validation
Fixed Seed Benchmarks
All gains are measured on repeatable scenarios.
This cycle identified ten high impact optimization targets with clear ownership and measurable output criteria. They are ordered by expected impact on frame time, startup latency, and scalability in large maps.
The objective is to reduce both average cost and worst case spikes in heavy combined scenes with trees, terrain, particles, and large unit counts.
Most of the list targets multiplicative costs: per instance work, per pass bandwidth, and per frame update loops. Reducing those layers improves both desktop headroom and weaker adapter stability.
The selections intentionally mix CPU, GPU, and data movement work so wins are not limited to a single bottleneck profile.
Implementation starts with low risk, high leverage plumbing that unlocks measurement, then moves to algorithmic changes. Each step has a rollback path and quality gates.
No optimization ships without side by side benchmarks on fixed seeds and scripted camera paths.
The batch is judged on repeatable benchmark trends, not isolated wins. Every optimization candidate must improve at least one primary KPI without regressing visual or simulation quality.
Benchmarks run under fixed seeds and scripted camera paths to keep results comparable.