Goal
Turn the optimized architecture into a stable, high-quality distant-terrain system at large horizons.
Depends on
Phases 0-4. Individual quality tasks may start earlier when they do not conflict with the far-tile representation.
Parallel workstreams
Visual quality
Streaming and persistence
Production gates
Relevant code
modules/world-lod/
modules/world-runtime/src/world_streamer.zig
modules/world-runtime/src/world_renderer.zig
modules/worldgen-overworld-v2/src/lod_sampling.zig
assets/shaders/vulkan/terrain.*
assets/shaders/vulkan/water.*
Acceptance criteria
- Large-radius traversal meets agreed p95/p99 CPU and GPU frame budgets without unbounded memory growth.
- No visible hierarchy holes, persistent cracks, severe popping, or incorrect full-detail handoff in automated captures.
- Save/reload and edit propagation are deterministic and corruption-tolerant.
- Presets have documented VRAM/RAM/performance targets and degrade gracefully.
- Long-running robustness tests report no GPU validation errors, stale resources, deadlocks, or permanently stuck LOD states.
Architectural outcome
Success means a hybrid system: CPU-driven generation, persistence, edits, and policy; GPU-driven far representation, visibility, and submission. Matching Distant Horizons-like scale is realistic only after compact far tiles and hierarchical GPU-driven rendering are proven.
Goal
Turn the optimized architecture into a stable, high-quality distant-terrain system at large horizons.
Depends on
Phases 0-4. Individual quality tasks may start earlier when they do not conflict with the far-tile representation.
Parallel workstreams
Visual quality
Streaming and persistence
Production gates
Relevant code
modules/world-lod/modules/world-runtime/src/world_streamer.zigmodules/world-runtime/src/world_renderer.zigmodules/worldgen-overworld-v2/src/lod_sampling.zigassets/shaders/vulkan/terrain.*assets/shaders/vulkan/water.*Acceptance criteria
Architectural outcome
Success means a hybrid system: CPU-driven generation, persistence, edits, and policy; GPU-driven far representation, visibility, and submission. Matching Distant Horizons-like scale is realistic only after compact far tiles and hierarchical GPU-driven rendering are proven.