Add FPS-overlay captures from the release OpenGL benchmark for PR #8941. The measured source revision is d87992b.
Co-Authored-By: OpenAI Codex <[email protected]>
Horizon ran offscreen (no presenting) while vanilla drew into a window, so the Mac rows are not a fair
comparison; the website keeps the Mac mini's 2026-10-22 runs. The reports stay as a record, labelled.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The perf_bench reports behind playhorizon.dev/benchmarks as of 2026-11-04 (horizon-site#58): RD 12 and 32,
three games each, 1280x720, VSync off. The Mac's session was locked (Horizon offscreen) and both machines were
busy (load 17-50 on the Mac, 28-70 on the desktop); site-2026-11-04.md says how they were made and what that costs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add conservative AABB prechecks, a non-blocking two-stage async ray and plane pipeline, and reusable voxel/proof caches for dense scenes. Keep synchronous culling on the exact mesh path, expose an async-only threshold, and add focused tests plus release/OpenGL benchmark evidence for issue #7549.
Co-Authored-By: OpenAI Codex <[email protected]>
Keep the latest main particle culling and graphics settings alongside the shared synchronous and asynchronous entity occlusion path.\n\nCo-Authored-By: OpenAI Codex <[email protected]>
perf_bench reports for Horizon main 1bd24e4042, vanilla 26.3 and vanilla with
Sodium, Lithium, FerriteCore and ImmediatelyFast at render distances 8, 16 and
32, 1920x1080, three games each, with a page on why they are not player
numbers: the Mac ran at load 15-114, every game ran offscreen, and vanilla's
window was shrunk to 1920x930 by the screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The same mixed bots on playhorizon (release builds, CPUs 0-3, three rounds):
Horizon's tick is half Pumpkin's at 100 bots, equal at 60, and 1.8 times
longer at 20 (where it generates 63 % more new chunks a second). Idle
memory, start and median join are behind. The report, how to read it, and
the commands to run it again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ludovic111 pointed out that the first pass's RD 8 and RD 32 games had builds
running alongside, which docs/benchmark.md keeps out of published results.
Each game now started only with no compiler or other game running and the
CPU under 15 % for 30 s, and a game during which one started (or other
processes used over 15 % for 10 s) was run again. RD 16 was already idle.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The first perf_bench run on Windows: Horizon v0.2.97, vanilla 26.3 and vanilla with Sodium,
Lithium, FerriteCore and ImmediatelyFast, render distances 8, 16 and 32 at 1280x720, three
games each. The reports are in benchmarks/perf. The page next to them gives the setup, the CPU
load and compiler activity during each run (Windows has no load average), and the tables.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The repositories moved from ludovic111 to the horizon-rust organization.
GitHub redirects repository URLs but not GitHub Pages, so the mod index
moved to https://horizon-rust.github.io/horizon-mods/: the launcher and
the game read it there. The launcher still accepts icons and files from
the old addresses, which a mirror keeps serving for launchers released
before the move.
Release notes thanked ludovic111 once the repository's owner became the
organization (verify failed on main): the maintainer is now named.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Preserve Java parity oracles and comparison benchmark instrumentation. Move their remaining dependency locks under tools/benchmark-deps and remove legacy product packaging, fixtures, and CI checks.
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
Explore bots paced at 0.8 blocks a second and a 300-second warm-up, so both servers serve the same
paths; the work table shows it. Horizon ran as horizon-engine (the server build, from its archive).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The first published benchmark for the working version (docs/server.md
section 10, item 4). It ran the v2026.10.18.15 release, as install.sh
installs it, against vanilla 26.3 with 1, 10, 25 and 50 mixed bots. The
servers ran on the ThinkPad (quiet, under nice 19) and the bots on the
Mac mini over the tailnet. Vanilla's default game rules applied on both;
Horizon's server runs the locator bar now.
Both servers kept 20 TPS throughout. Horizon used 3.7 to 5.2 times less
memory. Its average tick was shorter with 1, 10 and 25 bots and 18 %
longer with 50, while it generated about twice the new terrain a second
(the exploring bots fly as fast as each server sends chunks). Its P99
was lower at every count.
benchmarks/server-mixed-2026-10-18/ holds the README, the report and the
machine's load; docs/server.md links it from sections 9 and 10.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-bots and tools/server_bench.py at 1, 10, 25, 50 and 100 bots,
walk and explore, Horizon (main at 123987c4) and vanilla 26.3 taking turns.
The Mac mini was overloaded by other work (load 55-141), so only the 1-
and 10-bot rows are a fair comparison; the README says so and gives the
load of every run. It also records where Horizon's server thread goes at
25 walking bots: 96 % in ChunkEncoder::encode_in.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Walk and explore passes at 1 to 100 bots on the ThinkPad (bots on the Mac
mini), vanilla with the locator bar off, plus an explore pass at a rate both
servers keep up with. The README has the method, the tables, the profile of
what remains at 25 walking bots and the earlier runs; docs/server.md section
9 and the Scale row summarise it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-ctl gains 'fly' (a constant-speed camera path that replies with the
frame summary); frame summaries add CPU time per frame (waits for the GPU,
display and limiter excluded), per-phase averages and GPU time from timestamp
queries. --offscreen renders into a texture on the discrete GPU so the 4080
can be measured under the headless compositor. Baselines: lavapipe on vscreen
and the RTX 4080 offscreen, seed 1234.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Removed (each unreferenced by code, workflows, tests or living docs; no harness
dependency record names any of them, and parity.py --list still finds all 281):
- 22 one-off write-ups of the Java-pack experiments in docs/: adaptive-terrain,
client-graphics-smoke, compact-headers, core-performance, culling-empty,
culling-rays, debounce-queue, dispatch-retry, foreground-first,
graphics-api-comparison, heap-budget, mac-first-test, optimization-plan,
playable-validation, quad-reuse, server-graphics-context, shader-world-smoke,
terrain-measurements, terrain-position, terrain-read-wait, tick-membership,
worker-pacing. Their findings are folded into one paragraph of java-packs.md.
- 24 benchmarks/ observation dumps only those write-ups linked (client graphics,
culling, queues, heap, Mac Vulkan, shader worlds, software identity, and the
unlinked rust-core, rust-worldgen-2026-10-05, rust-native-client and
rust-cuboid-model-decoding runs), plus 12 unlinked files inside kept
report folders. The scoped-parity reports the living docs cite stay.
- debug/: one server log from a chunk investigation.
- The manual macos-shader-research and macos-vulkan-research workflows.
- tools/logs/latest.log, an empty log committed by accident (now ignored).
Kept: research-lock.json (parity.py, packaging, the launcher and datafix read
it), the Java-pack how-tos (vulkan, collectors, profiling, process-memory,
tick-state) and tools/test_client_graphics.py (ci.yml runs it).
README: leads with what Horizon is and "Download the launcher" (the
launcher-v* releases; the launcher updates itself), then build from source
for developers. Direct game downloads and PLAY.txt steps for players are gone;
the launcher has its own section with two screenshots. The roadmap merges the
known differences, the final checks and the plans after parity, under the
"Roadmap" heading the launcher's What's next page reads. The parity table and
its 100%-of-what-the-harnesses-compare note are unchanged.
docs/README.md indexes what remains: build and run, parity (status and
workflow), world generation, world data and simulation, the old Java track.
Links to the removed pages and README anchors are fixed.
packaging/PLAY.txt now speaks to players who came through the launcher and
points anyone with a bare archive to it, keeping the manual steps short.
The launcher's README link points at main instead of the launcher branch.
.gitignore: tools/logs/ and .DS_Store. No code behaviour changes; the compiler
and clippy flag no unused code and the tree has no stale TODOs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Refresh scale dimensions and clamp health and absorption after movement, preserving native callback order and queued synchronization. Replay per-reference JVM identities in the scene comparison and cover changing limits, modifiers and low tunnels. Waypoint callbacks remain explicit requests for the future manager runtime.
Connect Shift input timing, dry pose fit, movement slowdown and eye height to the resident walking scene. Compare exact evolving state against pinned native client/server methods and record Linux window validation. Full gameplay and release acceptance remain unfinished.