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Pins the engine to
engine-optimization(CanReader/SleakEngine#227), adds a repeatable benchmark, and fixes stutter while moving through the world.Changes
scripts/bench_run.sh: deterministic runs (capture mode: fixed 1/60 step, synchronous chunk loading, fixed seed) that keep each run's CSV, log and frame capture. Defaults to the real display;BENCH_HEADLESS=1uses Xvfb, where present is a CPU copy so only the CPU/GPU columns mean anything.scripts/bench_compare.py: per-scenario mean ± stdev of FPS, frame time, CPU frame, GPU passes and culling, plus capture md5s for pixel-identity checks. Truncated runs are skipped.-world,--autoflyand-camposenow work in Release builds when--benchis passed (still Debug-only otherwise).--bench-postfxturns on SSAO, SSR and bloom so those engine paths can be measured.ChunkManager::UPLOAD_BUDGET_MS); the rest stay dirty for the next frame.Results
Standing still: see CanReader/SleakEngine#227. Vulkan at 1600x900, render distance 12: about 212 → 220 FPS, CPU frame 2.05 → 1.62 ms, output byte-identical to staging.
Flying (
--autofly 20, fullscreen 1920x1080, render distance 16, Release, before/after runs interleaved):