Lane B round 22 (v4.0): #1a venue_night tri diagnosis — the driver is E's four furniture GLBs (91.5%)

BLOCKING-ITEM DIAGNOSIS, filed first so E/A/F aren't waiting. Method: katoomba venue_night, settled, then
hide-a-layer-and-re-measure (frustum-accurate: a layer's cost = the tris that vanish when hidden), then the
same drill inside furniture bucketed by geometry.

VERDICT: the four GLB street-furniture props are 149,161 of 163,015 tris = 91.5% of the stress view.
OWNER: LANE E (asset tris), per the ledger's own rule. Decimation clears the gate with ~120k to spare.

Layer breakdown (baseline 163,015 tris / 88 draws):
  chunk-furniture 151,341 (92.8%) | ground 9,932 | venue-presentation 770 | lighting 624 |
  chunk-buildings 348 (0.2%) | venue-posters 222 | citizens/weather/tram/venue-pools 0

Buildings are 348 tris (the R3 atlas/instancing holds). Posters are 222 -- A's cap already worked and was
never the lever. Pools cost 0.

Inside furniture -- the four GLBs are the whole bill:
  bench 1,942 tris/inst x64 = 60,202 (37%)      <- procity_street_bench_01
  bus_shelter 7,998 x10     = 55,986 (34%)      <- procity_street_bus_shelter_01
  bin 3,000 x19             = 18,000 (11%)      <- procity_street_bin_01
  food_cart 4,991 x8        = 14,973 (9%)       <- procity_street_food_cart_01
  pole/lamp/trees/novelty (primitives) x303 = 2,180 (1.3%)
Identity confirmed by DCC-authored material names (wire_143225087 = a Sketchfab scan, baked_mat,
"2 wood frame ", Material_0) -- E's GLBs, not our procedural materials. Two use MeshPhysicalMaterial.

WHY NOW (and why it is NOT the density widening): shop count doesn't drive this -- ROAD density does. Real
towns put the bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set
where synthetic had a handful. A 1.2m bench at 1,942 tris is ~5x the entire building stock in frame. This is
B's own R6 note coming due ("street_bin 3.0k tris... a decimate to ~500 would give back tri headroom if the
combined-lane budget tightens").

-> E, suggested targets: bench 1942->~250, bus_shelter 7998->~600, bin 3000->~200, food_cart 4991->~400.
   149,161 -> ~29,000 (saves ~120k). Projected: my 163k -> ~43k; F's 221,935 -> ~102k. Both far under 200k.
   Cheap extra: drop the two MeshPhysicalMaterials to MeshStandardMaterial.
-> Fable: a B-side fallback exists (furniture.js already has a primitive fallback for every GLB prop via the
   R4 use-if-ready path), so a distance-gated LOD is a contained B change I can land fast. NOT doing it
   unilaterally -- per the ledger this is E's, and source decimation helps every town/view, not just this one.
-> F: my baseline is 163,015 vs your 221,935 on the same view -- my automation's rAF is throttled so the live
   gig crowd never spawns (citizens measured 0). Furniture is still ~68% of your number; decimation clears the
   gate on either baseline. Re-measure against the live crowd, not my figure.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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m3ultra 2026-07-16 21:52:43 +10:00
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# LANE B — NOTES (measured) # LANE B — NOTES (measured)
## Round 22 (Fable's ROUND22 → Lane B) — #1a the `venue_night` tri diagnosis → **OWNER: LANE E**
**Verdict: the driver is the four GLB street-furniture props. 149,161 of 163,015 tris = 91.5% of the
stress view. Not posters, not buildings, not pools, not the density widening per se. Owner = E (asset
tris) per the ledger's own rule. Decimation clears the gate with ~120k to spare.**
Method: katoomba `venue_night`, settled, then **hide-a-layer-and-re-measure** (frustum-accurate
attribution — a layer's cost is the tris that vanish when it's hidden), then the same drill *inside*
furniture, bucketed by geometry.
### Layer breakdown (katoomba `venue_night`, baseline **163,015** tris / 88 draws)
| layer | rendered tris | share |
|---|---|---|
| **chunk-furniture** (26 chunks) | **151,341** | **92.8%** |
| ground | 9,932 | 6.1% |
| venue-presentation (frontage+posters+pools) | 770 | 0.5% |
| lighting (sky dome) | 624 | 0.4% |
| **chunk-buildings** (26 chunks) | **348** | 0.2% |
| venue-posters | 222 | 0.1% |
| citizens · weather · tram · venue-pools | 0 | 0% |
Buildings are **348 tris** — the R3 atlas/instancing work holds; and **posters are 222**, so A's cap is
already spent (it worked; it was never the lever). Pools cost **0**.
### Inside furniture — the four GLBs are the whole bill
| prop (GLB) | tris/instance | instances in view | rendered tris | share of view |
|---|---|---|---|---|
| **bench** (`procity_street_bench_01`) | **1,942** | 64 | **60,202** | 37% |
| **bus_shelter** (`procity_street_bus_shelter_01`) | **7,998** | 10 | **55,986** | 34% |
| **bin** (`procity_street_bin_01`) | **3,000** | 19 | **18,000** | 11% |
| **food_cart** (`procity_street_food_cart_01`) | **4,991** | 8 | **14,973** | 9% |
| pole · lamp · trees · novelty (primitives) | 440 | 303 | 2,180 | 1.3% |
**GLB total 149,161 (91.5%). Primitives 2,180 (1.3%).** Identity confirmed by DCC-authored material names
(`wire_143225087` — a Sketchfab scan, `baked_mat`, `2 wood frame `, `Material_0`) — these are E's four
furniture GLBs, not our procedural materials. Two (bench, food_cart) are also `MeshPhysicalMaterial`, an
expensive shader for a 0.4 m street prop.
**Why now, and why it isn't the density widening:** shop count doesn't drive this — *road* density does.
Real towns put a bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set
where synthetic had a handful. The props were always over-tessellated (a **1.2 m bench at 1,942 tris** is
~5× the entire building stock in frame); real roads just finally presented the bill. **This is my own R6
note coming due** — filed then: *"the street_bin GLB is 3.0k tris — heavy for a prop placed ~15×; a decimate
to ~500 tris would give back tri headroom if the combined-lane budget tightens."* It tightened.
### → Lane E: the fix (asset tris), with targets
Decimate the four props to sizes sane for their real-world size (they're 0.42.3 m, seen at street
distance; E's R13 instrument decimation is the same drill):
| prop | now | suggested | in-view after |
|---|---|---|---|
| bench | 1,942 | ~250 | 60,202 → ~16,000 |
| bus_shelter | 7,998 | ~600 | 55,986 → ~6,000 |
| bin | 3,000 | ~200 | 18,000 → ~3,800 |
| food_cart | 4,991 | ~400 | 14,973 → ~3,200 |
**149,161 → ~29,000 (saves ~120k).** Projected: my baseline **163k → ~43k**; **F's 221,935 → ~102k**
both far under the 200k gate, with headroom for the pack's denser towns. (Cheap extra: drop the two
`MeshPhysicalMaterial`s to `MeshStandardMaterial`.)
### → Fable: a B-side fallback exists if E can't land decimation this round
`furniture.js` already ships a **primitive fallback for every GLB prop** (the R4 "use-if-ready" path, the
`?noassets` route). So a distance/density-gated LOD — keep GLBs near the camera, primitives beyond — is a
contained Lane B change I can land quickly. I'm **not** doing it unilaterally: per the ledger this is E's
(asset tris), and source decimation is the right fix (it helps every town and every view, not just this
one). Say the word if you want the B-side gate as belt-and-braces.
### Honest note on the baseline (mine 163,015 vs F's 221,935)
Same view, different number: my automation's rAF is throttled, so the **live gig crowd never spawns**
(citizens measured **0** tris here) — F's number includes it (~59k of peds). This doesn't move the verdict:
furniture is 92.8% of what I measured and still ~68% of F's 221,935, and the decimation above clears the
gate on either baseline. Flagging it so F re-measures against the live crowd, not my throttled figure.
---
## Round 21 (Fable's ROUND21 → Lane B) — selector from E's towns index (ledger #2, the missed R20 #5) ## Round 21 (Fable's ROUND21 → Lane B) — selector from E's towns index (ledger #2, the missed R20 #5)
Closed the R20 gap Fable caught (`hud.js:11` still hardcoded `REAL_TOWNS`). The real-town list now comes Closed the R20 gap Fable caught (`hud.js:11` still hardcoded `REAL_TOWNS`). The real-town list now comes