Everything the next agent needs to run the Phase 2 optimisation loop on a machine that can launch the client: - analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX (world, scenes, config IDs, blocks B0-B14 with decision rules), PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its output, observed default configs, and proposed-configs/ (build.py generates tiers and bench variants and fails on unknown keys; apply_variant.py applies a variant and merges options.txt). - analysis/client-perf/bench/onion-bench/: bench-world datapack (scene teleports, Create grid, mob pen, sound storm, 120 s teleport tour). - analysis/audit/: the static recipe/dependency audit, including gen_fixes.py, which generates the shipped Paxi datapack and was never tracked. - phase0/: per-machine measurement harness (Steam Deck, 7700K/1060, 6700K/1080 Ti). - .pi/journal.md: running work log; read it first. All of it is packwizignored, so nothing here ships to players.
15 lines
622 B
TOML
15 lines
622 B
TOML
#Select the backend to use. Set to "DEFAULT" to let Flywheel decide.
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backend = "DEFAULT"
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#Enable or disable instance update limiting with distance.
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limitUpdates = true
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#The number of worker threads to use. Set to -1 to let Flywheel decide. Set to 0 to disable parallelism. Requires a game restart to take effect.
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# Default: -1
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# Range: -1 ~ 4
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workerThreads = -1
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#Config options for Flywheel's built-in backends.
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[flw_backends]
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#How smooth Flywheel's shader-based lighting should be. May have a large performance impact.
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#Allowed Values: FLAT, TRI_LINEAR, SMOOTH, SMOOTH_INNER_FACE_CORRECTED
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lightSmoothness = "SMOOTH"
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