- A tester handed us a clean repro: note your framerate, tour a few dungeons,
come back — the client never recovers until restart. The cause: every dedup
cache held its assets for the life of the process, and two material tickers
touch every cached material every frame — so every map you visited made every
later frame more expensive, everywhere. Caches are map-scoped now: one hop
out of a dungeon measurably kills its whole payload (2,069 materials, ~300
models), and the perf probe grew a residency meter so this class of leak is
machine-checked from here on.
- Printed honestly: a second, far smaller retention (~25 models of toured
display payload) survives the teardown, holder still unknown — the hunt
continues, and the reporter's retest is the decisive check on the big one.
- The sky stopped re-uploading its materials every frame at rest — sun, both
moons, the star dome, the sky dome: ~17 uploads a frame with nothing moving
on screen, now zero until a displayed byte actually changes.
- The liquid animator sleeps on maps with no water, and the physics solver runs
one substep instead of six — the world has no dynamic bodies to solve for.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>