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LOD GPU roadmap Phase 5: quality, scale, and production hardening #922

Description

@MichaelFisher1997

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

  • Make parent/child refinement temporally stable under movement and streaming delays.
  • Integrate crack-free seams, skirts, or geomorphing across all active LOD boundaries.
  • Improve material/biome aggregation, lighting hints, normals, vegetation silhouettes, fog, and far-water handoff.
  • Remove fragment-discard masking where coarse geometry can be clipped/cut earlier without holes.
  • Verify edited/chunk-derived provenance survives generator/cache transitions.

Streaming and persistence

  • Improve predictive traversal scheduling and cancellation without starving nearby detail.
  • Validate cache format/versioning, asynchronous compaction, corruption recovery, and bounded writeback.
  • Fix pause/unpause and stale-job state reconciliation.
  • Stress test large horizons, rapid teleport, edits, save/reload, low-memory pressure, and long sessions.

Production gates

  • Define quality presets that scale sample density, horizon, water, vegetation, culling, and memory coherently.
  • Establish CPU/GPU/memory budgets and regression thresholds per preset.
  • Add visual and performance regression coverage for representative hardware tiers.
  • Document feature requirements and fallback behavior.

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.

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