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Copy pathbudgets.json
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134 lines (134 loc) · 3.81 KB
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{
"version": 1,
"description": "Laige performance budgets (PRD 8.1). Each entry names one hard budget: 'target' is the limit in 'unit' (every budget is an at-most upper bound; target 0 is a hard zero budget, not 'unset'), 'measured' is the last recorded value of that budget (0 = not yet measured, the M0 convention), and 'metric' is the histogram statistic the check evaluates. Schema: docs/api/budget_harness.md, section 'budgets.json schema'.",
"budgets": [
{
"name": "frame_time_render",
"metric": "p95",
"unit": "ms",
"target": 8.3,
"measured": 0,
"workload": "worst-case isometric reference scene @ 1080p, mid-range laptop (PRD 8.1)"
},
{
"name": "sim_tick_avg",
"metric": "mean",
"unit": "ms",
"target": 3.0,
"measured": 0.598405,
"workload": "10k entities, 2k dynamic bodies (PRD 8.1)"
},
{
"name": "sim_tick_p99",
"metric": "p99",
"unit": "ms",
"target": 5.0,
"measured": 0.615179,
"workload": "10k entities, 2k dynamic bodies (PRD 8.1)"
},
{
"name": "sprites_50k_draw_calls",
"metric": "max",
"unit": "draw_calls",
"target": 30,
"measured": 0,
"workload": "50k visible sprites (worst-case isometric overlap), 3 parallax layers, UI (PRD 8.1)"
},
{
"name": "sprites_50k_cpu",
"metric": "mean",
"unit": "ms",
"target": 2.0,
"measured": 0,
"workload": "50k visible sprites (worst-case isometric overlap), 3 parallax layers, UI (PRD 8.1)"
},
{
"name": "iso_depthkey_rebuild",
"metric": "mean",
"unit": "ms",
"target": 0.3,
"measured": 0.202204,
"workload": "10k dirty cells after a terrain edit (PRD 8.1)"
},
{
"name": "iso_picking",
"metric": "mean",
"unit": "ms",
"target": 0.01,
"measured": 0.000136262,
"workload": "one isometric screen-to-grid pick, O(1) (PRD 8.1)"
},
{
"name": "depth_sort_10k",
"metric": "mean",
"unit": "ms",
"target": 1.0,
"measured": 0.225852,
"workload": "10 000 32-bit depth keys, one stable radix sort (M2-SORT-01, PRD 8.1)"
},
{
"name": "sim_heap_allocs",
"metric": "max",
"unit": "allocs_per_frame",
"target": 0,
"measured": 0,
"workload": "steady-state sim loop heap allocations, asserted in debug builds (PRD 8.1)"
},
{
"name": "engine_base_rss",
"metric": "max",
"unit": "mb",
"target": 100,
"measured": 0,
"workload": "engine base memory, empty scene running (PRD 8.1, all P0 platforms)"
},
{
"name": "cold_start_ssd",
"metric": "max",
"unit": "s",
"target": 2.0,
"measured": 0,
"workload": "game process to first frame on SSD (PRD 8.1, P0 platforms)"
},
{
"name": "cold_start_cold",
"metric": "max",
"unit": "s",
"target": 5.0,
"measured": 0,
"workload": "cold start (PRD 8.1, P0 platforms)"
},
{
"name": "build_time_ci",
"metric": "max",
"unit": "min",
"target": 10,
"measured": 0,
"workload": "clean build, engine + sample (PRD 8.1, CI)"
},
{
"name": "build_time_local",
"metric": "max",
"unit": "min",
"target": 5,
"measured": 0,
"workload": "warm local build, engine + sample (PRD 8.1)"
},
{
"name": "zone_server_tick_p95",
"metric": "p95",
"unit": "ms",
"target": 8.0,
"measured": 0,
"workload": "zone server, 2k players @ 20 Hz (PRD 8.1, 8-core server class)"
},
{
"name": "zone_server_ram",
"metric": "max",
"unit": "gb",
"target": 4,
"measured": 0,
"workload": "zone server RAM, 2k players @ 20 Hz (PRD 8.1, 8-core server class)"
}
]
}