Prop silhouettes and edges
Lane 4. Forest keeps its layered clearing. Farm keeps its bright pastel light and approved rounded props.
Three draft implementations are linked below. Stills sign-off and coordinator review are pending. No ready stamp or merge has run.
Measured cost
Original audit → each independent sub-lane. GPU and CPU are median / p95 in milliseconds. The 390×844 shots use the Mac GPU, not a phone GPU.
Bars show GPU medians on a 16.67 ms scale. That is the whole 60 fps frame allowance; a board-only GPU sample does not prove end-to-end 60 fps.
| Sub-lane / field | Board | Submitted triangles | Draws | GPU ms | CPU ms | Field download | Texture storage |
|---|
Farm field geometry falls by 17,076 triangles on both high and low. Forest props and shared edges add no field triangles. All three have zero field download and texture-memory delta.
Field-only geometry and asset deltas are reported in the handoffs. Whole-scene counts can also change with status props. The contour pass adds a normalized byte vertex mask on the farm, 289,764 bytes on phone high and 188,862 bytes on low. It adds no texture storage or draw.
All three looks retain the existing low tier. No extra low-tier asset is proposed. The paired contour control keeps the same live game and removes only the contour shader lines; small negative timing deltas are noise, not speedup claims.
The contour shader leaves the baked pale leaf-lip colours untouched. That remaining colour change belongs to foliage lane 3.
What building touches
Measurement method and limits
Each shot uses the audit's real exported app, cameras and settled auction board. Fresh browser contexts retain the UI. Chromium reports ANGLE Metal on Apple M1. CPU measures active rendered animation-frame callbacks; GPU timer queries wrap 24 static renders and discard the first four before computing median and nearest-rank p95. CPU and GPU overlap and must not be added.
Random offline games can contain different settled status props, which affect total triangles and draw calls. Source changes and field-only counts identify the field cost. These short shared-host samples are not a controlled paired timing trial, a thermal soak, an FX stress test or phone certification. The table reports observed timing deltas without attributing all of them to the changed field code.
Field download is the GLB plus field-specific maps, in uncompressed bytes. Texture storage estimates unique field texture objects as RGBA8 with generated mip levels, excluding driver padding. A reused image bound to two slots is counted once. Links below retain raw captures and the exact source heads.
The farm's 1920 board and low board retakes lock the audit camera translation after the stock rig settles, retaining its rotation. Their CPU samples include the lock matrix update. Earlier farm Home preloads had connection resets; all field URLs later completed and all textures decoded. Accepted logs are retained. Reference crops are from the original audit. HKIA © Sunblink / Sanrio; ACNH © Nintendo. Comparison only; no reference art is shipped.