Eliminate viewer frame stutter in the 50x50 world #58

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opened 2026-08-06 08:09:28 +00:00 by coilyco-ops · 0 comments
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Evidence

  • The native debug viewer consumes about 200% CPU on an Apple M3 Pro while rendering the 50x50 world.
  • The Ward shell-run verb launches a fully unoptimized Bevy build.
  • SimHost changes every frame for cadence accumulation, causing snapshot projection and hundreds of text updates to rerun between simulation ticks.

Acceptance

  • The normal native viewer command uses an optimized interactive profile.
  • Snapshot-driven projection runs only when the authoritative snapshot changes.
  • Frame animations and controls remain responsive.
  • Native CPU/frame pacing improves materially on the same 50x50 world.
  • Ward tests and the Wasm image build pass.
## Evidence * The native debug viewer consumes about 200% CPU on an Apple M3 Pro while rendering the 50x50 world. * The Ward shell-run verb launches a fully unoptimized Bevy build. * SimHost changes every frame for cadence accumulation, causing snapshot projection and hundreds of text updates to rerun between simulation ticks. ## Acceptance * The normal native viewer command uses an optimized interactive profile. * Snapshot-driven projection runs only when the authoritative snapshot changes. * Frame animations and controls remain responsive. * Native CPU/frame pacing improves materially on the same 50x50 world. * Ward tests and the Wasm image build pass.
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Reference
coilyco-gaming/factory-game-v3#58
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