Initial commit: Complete project foundation with all documentation, scripts, and project structure

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Dubai Metaverse Team
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# Performance Targets - Dubai Metaverse
## Overview
This document defines performance targets and optimization goals for the Dubai Metaverse project.
## Frame Rate Targets
### Desktop (1440p)
- **Target**: 60-90 FPS
- **Minimum**: 60 FPS
- **Ideal**: 90 FPS
- **Hardware**: RTX 3070 / RX 6800 XT or better
### Desktop (4K)
- **Target**: 60 FPS
- **Minimum**: 60 FPS
- **Ideal**: 60+ FPS
- **Hardware**: RTX 4080 / RX 7900 XTX or better
### Cinematic Rendering
- **Target**: Offline rendering (no FPS target)
- **Output**: 8K EXR (7680x4320)
- **Method**: Movie Render Queue
- **Time**: Quality over speed
### VR (If Implemented)
- **Target**: 90 FPS
- **Minimum**: 90 FPS (required for VR)
- **Hardware**: RTX 4080 or better
---
## Memory Targets
### GPU Memory (VRAM)
- **Target**: <12GB usage
- **Maximum**: 16GB (for high-end GPUs)
- **Optimization**: Texture streaming, virtual textures
### System RAM
- **Target**: <16GB usage
- **Maximum**: 32GB (for development)
- **Optimization**: World Partition streaming
### Storage
- **Target**: <50GB packaged build
- **Optimization**: Asset compression, unused asset removal
---
## Performance Metrics
### Frame Time
- **Target**: <16.67ms (60 FPS)
- **Ideal**: <11.11ms (90 FPS)
- **Measurement**: Unreal Insights
### Draw Calls
- **Target**: <5000 draw calls per frame
- **Optimization**: Instancing, batching
### Triangle Count
- **Target**: <5M triangles per frame (with Nanite)
- **Optimization**: Nanite, LOD system
---
## Optimization Strategies
### Nanite
- **Usage**: All static meshes where possible
- **Benefit**: High-poly geometry without performance penalty
- **Target**: 100% of static meshes use Nanite
### LOD System
- **Usage**: Non-Nanite assets, background buildings
- **LODs**: LOD0-3 for primary, LOD0-2 for background
- **Target**: All non-Nanite assets have LODs
### World Partition
- **Usage**: Entire Dubai district
- **Cell Size**: 128m x 128m (default)
- **Streaming**: Optimized per cell
- **Target**: Smooth streaming, no hitches
### Material Optimization
- **Shared Materials**: Use material instances
- **Texture Streaming**: Enable texture streaming
- **Virtual Textures**: Use for large textures (optional)
- **Target**: Minimize material complexity
### Lighting Optimization
- **Lumen Quality**: Adjust based on performance
- **Shadow Quality**: Virtual Shadow Maps
- **Light Count**: Minimize dynamic lights
- **Target**: Maintain visual quality while optimizing
---
## Performance Testing
### Tools
- **Unreal Insights**: Profiling and analysis
- **GPU Profiler**: GPU performance analysis
- **Stat Commands**: Real-time performance stats
### Test Scenarios
1. **Empty Level**: Baseline performance
2. **Full District**: Complete district loaded
3. **Cinematic Camera**: Camera movement performance
4. **Vehicle Driving**: Vehicle physics performance
5. **NPC Crowd**: Multiple NPCs performance
### Test Hardware
- **Minimum Spec**: RTX 3060 / RX 6600 XT
- **Recommended Spec**: RTX 3070 / RX 6800 XT
- **High-End Spec**: RTX 4080 / RX 7900 XTX
---
## Performance Checklist
### Optimization Checklist
- [ ] All static meshes use Nanite (where applicable)
- [ ] LODs generated for non-Nanite assets
- [ ] World Partition streaming optimized
- [ ] Material complexity minimized
- [ ] Texture streaming enabled
- [ ] Draw calls optimized (<5000)
- [ ] Frame time meets targets (<16.67ms for 60 FPS)
- [ ] Memory usage within targets
- [ ] No performance hitches or stuttering
- [ ] Performance tested on target hardware
---
## Performance Targets by Phase
### Phase 2 (Environment Production)
- **Target**: 30+ FPS in editor
- **Focus**: Asset optimization, LOD generation
### Phase 3 (World Systems)
- **Target**: 45+ FPS in editor
- **Focus**: Lighting optimization, system integration
### Phase 4 (Gameplay + Interaction)
- **Target**: 60+ FPS in editor
- **Focus**: Final optimization pass
### Phase 5 (Final Polish)
- **Target**: 60-90 FPS in packaged build
- **Focus**: Final performance validation
---
## Performance Budget
### Per System
- **Rendering**: 60% of frame time
- **Lighting (Lumen)**: 20% of frame time
- **Physics**: 5% of frame time
- **AI/NPCs**: 5% of frame time
- **Other**: 10% of frame time
### Optimization Priority
1. **Rendering**: Highest priority (biggest impact)
2. **Lighting**: High priority (Lumen can be expensive)
3. **Physics**: Medium priority
4. **AI/NPCs**: Medium priority
5. **Other**: Low priority
---
## Notes
- Performance targets are guidelines, not strict requirements
- Visual quality should not be sacrificed unnecessarily
- Test on target hardware regularly
- Optimize incrementally throughout development
---
**Version**: 1.0
**Last Updated**: [Current Date]