@genex-ai/cli-demo 0.69.0-dev.175 → 0.70.0-dev.182

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Files changed (28) hide show
  1. package/dist/index.js +365 -14
  2. package/package.json +2 -1
  3. package/templates/controllers/character/vrm/vrm-loader.ts +74 -11
  4. package/templates/controllers/quality/governor.ts +147 -0
  5. package/templates/controllers/quality/pick-asset.ts +57 -0
  6. package/templates/controllers/quality/tier.ts +170 -0
  7. package/templates/skills/genex-ai-menu/SKILL.md +7 -1
  8. package/templates/skills/genex-ai-skybox/SKILL.md +14 -3
  9. package/templates/skills/genex-threejs-adaptive-quality/SKILL.md +141 -0
  10. package/templates/skills/genex-threejs-adaptive-quality/references/adaptive-quality.md +105 -0
  11. package/templates/skills/genex-threejs-bloom/SKILL.md +4 -1
  12. package/templates/skills/genex-threejs-bloom/references/bloom.md +1 -1
  13. package/templates/skills/genex-threejs-embed-auth/SKILL.md +4 -1
  14. package/templates/skills/genex-threejs-game-ui/SKILL.md +8 -6
  15. package/templates/skills/genex-threejs-image-pipeline/SKILL.md +5 -0
  16. package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +1 -1
  17. package/templates/skills/genex-threejs-lighting-design/SKILL.md +5 -1
  18. package/templates/skills/genex-threejs-multiplayer/SKILL.md +7 -1
  19. package/templates/skills/genex-threejs-multiplayer/references/host-physics.md +6 -3
  20. package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +1 -0
  21. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +1 -1
  22. package/templates/skills/genex-threejs-shadow-systems/SKILL.md +6 -0
  23. package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +1 -1
  24. package/templates/skills/genex-threejs-skill-router/SKILL.md +14 -1
  25. package/templates/skills/genex-threejs-skill-router/references/routing-map.md +16 -5
  26. package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +1 -1
  27. package/templates/skills/genex-threejs-touch-controls/SKILL.md +7 -0
  28. package/templates/skills/genex-threejs-water-optics/references/water-optics.md +1 -1
@@ -0,0 +1,147 @@
1
+ // Genex adaptive-quality: the runtime governor (mobile-readiness program).
2
+ // Tiers pick the START; the governor owns the RUNTIME knobs forever — phones
3
+ // thermally throttle after minutes, so a game that benched fine at 0:30
4
+ // degrades at 8:00. Feed it a frame time every frame; wire the callbacks to
5
+ // the runtime-changeable knobs only (DPR, post passes, draw distance, frame
6
+ // cap — NEVER context-creation flags like antialias, those are fixed).
7
+ //
8
+ // Step-down ladder on sustained slowness: DPR ×0.8 → post off → draw distance
9
+ // down → 30fps cap. Step-up is slow (hysteresis) and a step that failed twice
10
+ // is never re-attempted. It also self-reports renderer.info counts to
11
+ // window.__GENEX_QUALITY__ — the crash watchdog attaches them to its beacons,
12
+ // which is how the field data that calibrates the whole program gets its
13
+ // memory signal.
14
+ import type { QualityTier } from './tier.ts';
15
+
16
+ export interface GovernorCallbacks {
17
+ /** Apply a DPR multiplier (1 = tier cap). E.g. renderer.setPixelRatio(Math.min(realDpr, tier.dprCap * m)). */
18
+ setDprScale?: (multiplier: number) => void;
19
+ /** Toggle the post stack between the tier's level and 'off'. */
20
+ setPostEnabled?: (enabled: boolean) => void;
21
+ /** Apply a draw-distance multiplier (1 = tier scale). */
22
+ setDrawDistanceScale?: (multiplier: number) => void;
23
+ /** Apply a frame cap (0 = uncapped). Pace to a STABLE 30 over a stuttery 45. */
24
+ setFrameCap?: (fps: number) => void;
25
+ }
26
+
27
+ interface RendererInfoLike {
28
+ info?: { memory?: { textures?: number; geometries?: number } };
29
+ }
30
+
31
+ const SLOW_WINDOW_MS = 4000; // sustained, not spikes — shader compiles must not trigger steps
32
+ const RECOVER_WINDOW_MS = 20000; // step up slowly (hysteresis)
33
+ const MEM_REPORT_MS = 5000;
34
+
35
+ export class QualityGovernor {
36
+ private tier: QualityTier;
37
+ private steps: Array<{ apply: () => void; revert: () => void; failures: number; pendingRecovery?: boolean }>;
38
+ private applied = 0;
39
+ private slowSince: number | null = null;
40
+ private goodSince: number | null = null;
41
+ private lastMemReport = 0;
42
+ private paused = false;
43
+
44
+ constructor(tier: QualityTier, callbacks: GovernorCallbacks, renderer?: RendererInfoLike) {
45
+ this.tier = tier;
46
+ this.rendererRef = renderer;
47
+ const c = callbacks;
48
+ this.steps = [
49
+ {
50
+ apply: () => c.setDprScale?.(0.8),
51
+ revert: () => c.setDprScale?.(1),
52
+ failures: 0,
53
+ },
54
+ {
55
+ apply: () => c.setPostEnabled?.(false),
56
+ revert: () => c.setPostEnabled?.(true),
57
+ failures: 0,
58
+ },
59
+ {
60
+ apply: () => c.setDrawDistanceScale?.(0.6),
61
+ revert: () => c.setDrawDistanceScale?.(1),
62
+ failures: 0,
63
+ },
64
+ {
65
+ apply: () => c.setFrameCap?.(30),
66
+ revert: () => c.setFrameCap?.(this.tier.frameCap),
67
+ failures: 0,
68
+ },
69
+ ];
70
+ // Visibility lifecycle: a backgrounded game must stop burning GPU/audio on
71
+ // exactly the thermally-constrained device class. The game's loop should
72
+ // also pause itself; the governor at minimum stops judging frames.
73
+ try {
74
+ document.addEventListener('visibilitychange', () => {
75
+ this.paused = document.visibilityState !== 'visible';
76
+ this.slowSince = null;
77
+ this.goodSince = null;
78
+ });
79
+ } catch {
80
+ /* non-DOM context */
81
+ }
82
+ }
83
+
84
+ private rendererRef?: RendererInfoLike;
85
+
86
+ /** Call once per frame with the frame delta in ms (performance.now() based). */
87
+ frame(deltaMs: number): void {
88
+ if (this.paused) return;
89
+ const now = performance.now();
90
+ const budgetMs = 1000 / Math.min(this.tier.frameCap, 60) + 8; // ~24ms at 30, ~25ms at 60
91
+
92
+ if (deltaMs > budgetMs) {
93
+ this.goodSince = null;
94
+ if (this.slowSince == null) this.slowSince = now;
95
+ else if (now - this.slowSince > SLOW_WINDOW_MS) {
96
+ this.stepDown();
97
+ this.slowSince = null;
98
+ }
99
+ } else {
100
+ this.slowSince = null;
101
+ if (this.goodSince == null) this.goodSince = now;
102
+ else if (now - this.goodSince > RECOVER_WINDOW_MS) {
103
+ this.stepUp();
104
+ this.goodSince = null;
105
+ }
106
+ }
107
+
108
+ // Memory self-report for the crash watchdog's beacons (field calibration).
109
+ if (now - this.lastMemReport > MEM_REPORT_MS) {
110
+ this.lastMemReport = now;
111
+ try {
112
+ const mem = this.rendererRef?.info?.memory;
113
+ if (mem) {
114
+ (window as Window & { __GENEX_QUALITY__?: { tex?: number; geo?: number } }).__GENEX_QUALITY__ =
115
+ { tex: mem.textures ?? 0, geo: mem.geometries ?? 0 };
116
+ }
117
+ } catch {
118
+ /* observational only */
119
+ }
120
+ }
121
+ }
122
+
123
+ private stepDown(): void {
124
+ if (this.applied >= this.steps.length) return;
125
+ const step = this.steps[this.applied]!;
126
+ // A re-application of a rung whose recovery is still pending means the
127
+ // revert did NOT hold — that's the failure being counted, never the
128
+ // successful revert itself.
129
+ if (step.pendingRecovery) {
130
+ step.pendingRecovery = false;
131
+ step.failures++;
132
+ }
133
+ step.apply();
134
+ this.applied++;
135
+ }
136
+
137
+ private stepUp(): void {
138
+ if (this.applied === 0) return;
139
+ const step = this.steps[this.applied - 1]!;
140
+ // Never re-attempt a knob whose recovery failed twice (reverting it put
141
+ // the game back over budget both times) — it stays applied for the session.
142
+ if (step.failures >= 2) return;
143
+ step.pendingRecovery = true;
144
+ step.revert();
145
+ this.applied--;
146
+ }
147
+ }
@@ -0,0 +1,57 @@
1
+ // Genex adaptive-quality: per-tier asset variant selection (mobile-readiness
2
+ // program, Option A+D). Generated assets ship with GUARANTEED downscale rungs
3
+ // in R2 — sibling roles like "skybox-equirect@2048" — so phones can load a
4
+ // ~11 MB sky instead of the 8192x4096 original (~178 MB decoded). Desktop
5
+ // always loads the bare URL: the ladder exists so phones stop dying, never to
6
+ // make desktops uglier.
7
+ //
8
+ // FALLBACK CONTRACT: a rung can be missing (remixed old URLs, an environment
9
+ // whose backfill hasn't run). loadTextureWithFallback retries the bare URL on
10
+ // a rung failure, so the worst case is today's behavior — never a broken boot.
11
+ import type { QualityTier } from './tier.ts';
12
+
13
+ const GENEX_GENERATIONS_RE = /^https:\/\/assets\.genex\.technology\/generations\/[^/]+\/[^/@]+$/;
14
+
15
+ /** Rung widths by role family — mirrors the server's ladder (store.ts MOBILE_RUNGS). */
16
+ function rungWidthFor(url: string, tier: QualityTier): number | null {
17
+ if (tier.name !== 'phone' && tier.name !== 'phone-low') return null;
18
+ const role = url.split('/').pop() ?? '';
19
+ if (role === 'skybox-equirect') return tier.name === 'phone-low' ? 2048 : 4096;
20
+ if (role === 'texture-basecolor' || role === 'image-main' || /^image-alt-\d+$/.test(role)) {
21
+ return tier.name === 'phone-low' ? 1024 : 2048;
22
+ }
23
+ return null;
24
+ }
25
+
26
+ /**
27
+ * Resolve the URL a THIS-tier device should load. Non-generated URLs and
28
+ * desktop tiers pass through untouched; phone tiers get the rung sibling.
29
+ */
30
+ export function pickAsset(url: string, tier: QualityTier): string {
31
+ if (!GENEX_GENERATIONS_RE.test(url)) return url;
32
+ const width = rungWidthFor(url, tier);
33
+ return width ? `${url}@${width}` : url;
34
+ }
35
+
36
+ /**
37
+ * Load an image URL through the ladder with the bare-URL fallback. Use it for
38
+ * generated skyboxes/textures instead of raw TextureLoader.loadAsync:
39
+ *
40
+ * const texture = await loadTextureWithFallback(
41
+ * SKYBOX_URL, tier, (u) => new THREE.TextureLoader().loadAsync(u),
42
+ * );
43
+ */
44
+ export async function loadTextureWithFallback<T>(
45
+ url: string,
46
+ tier: QualityTier,
47
+ load: (resolvedUrl: string) => Promise<T>,
48
+ ): Promise<T> {
49
+ const picked = pickAsset(url, tier);
50
+ if (picked === url) return load(url);
51
+ try {
52
+ return await load(picked);
53
+ } catch {
54
+ // Missing rung (old asset, un-backfilled env) — degrade to the original.
55
+ return load(url);
56
+ }
57
+ }
@@ -0,0 +1,170 @@
1
+ // Genex adaptive-quality: device-tier detection (mobile-readiness program).
2
+ // Boot-conservative by design — on phones you can recover from ugly, you
3
+ // cannot recover from a jetsam kill, and boot is exactly when iOS kills. The
4
+ // governor (governor.ts) steps quality UP after smooth seconds, so a
5
+ // too-cautious start costs moments of softness, never a crash.
6
+ //
7
+ // Detection honesty: no single signal is trustworthy. iOS masks the WebGL
8
+ // renderer string to "Apple GPU" (screen+DPR+OS-version is the real Apple
9
+ // signal); Android exposes detailed renderer strings (Adreno/Mali) worth a
10
+ // small lookup; the runtime governor measures actual frame times and corrects
11
+ // both directions. All heuristics here only pick the STARTING tier.
12
+
13
+ export type TierName = 'phone-low' | 'phone' | 'desktop' | 'desktop-high';
14
+
15
+ export interface QualityTier {
16
+ name: TierName;
17
+ /** Cap for renderer.setPixelRatio(Math.min(devicePixelRatio, dprCap)). */
18
+ dprCap: number;
19
+ /** WebGL context antialias (context-creation-FIXED — cannot change live). */
20
+ antialias: boolean;
21
+ /** Directional/spot shadow map size (0 = shadows off). */
22
+ shadowMapSize: number;
23
+ /** 'off' = tone mapping only; 'light' = +FXAA/vignette; 'full' = the named stack. */
24
+ postLevel: 'off' | 'light' | 'full';
25
+ /** Multiplier for particle counts / scatter density. */
26
+ particleScale: number;
27
+ /** Multiplier for draw distance / fog far. */
28
+ drawDistanceScale: number;
29
+ /** Frame target — phones pace to a STABLE 30 over a stuttery 45. */
30
+ frameCap: number;
31
+ /** Max remote players fully animated/drawn (multiplayer); rest billboard. */
32
+ remoteAvatarCap: number;
33
+ }
34
+
35
+ export const TIERS: Record<TierName, QualityTier> = {
36
+ 'phone-low': {
37
+ name: 'phone-low',
38
+ dprCap: 1,
39
+ antialias: false,
40
+ shadowMapSize: 512,
41
+ postLevel: 'off',
42
+ particleScale: 0.25,
43
+ drawDistanceScale: 0.5,
44
+ frameCap: 30,
45
+ remoteAvatarCap: 4,
46
+ },
47
+ phone: {
48
+ name: 'phone',
49
+ dprCap: 1.5,
50
+ antialias: false,
51
+ shadowMapSize: 1024,
52
+ postLevel: 'light',
53
+ particleScale: 0.5,
54
+ drawDistanceScale: 0.75,
55
+ frameCap: 60,
56
+ remoteAvatarCap: 8,
57
+ },
58
+ desktop: {
59
+ name: 'desktop',
60
+ dprCap: 2,
61
+ antialias: true,
62
+ shadowMapSize: 2048,
63
+ postLevel: 'full',
64
+ particleScale: 1,
65
+ drawDistanceScale: 1,
66
+ frameCap: 60,
67
+ remoteAvatarCap: 64,
68
+ },
69
+ 'desktop-high': {
70
+ name: 'desktop-high',
71
+ dprCap: 2,
72
+ antialias: true,
73
+ shadowMapSize: 2048,
74
+ postLevel: 'full',
75
+ particleScale: 1,
76
+ drawDistanceScale: 1,
77
+ frameCap: 240,
78
+ remoteAvatarCap: 64,
79
+ },
80
+ };
81
+
82
+ /** Quality setting persisted PER DEVICE (localStorage) — quality is a property
83
+ * of the phone, not the player, so it deliberately does not ride account
84
+ * state. 'auto' = heuristics + governor. */
85
+ const SETTING_KEY = 'genex:quality';
86
+ export type QualitySetting = 'auto' | 'low' | 'medium' | 'high';
87
+
88
+ export function getQualitySetting(): QualitySetting {
89
+ try {
90
+ const v = localStorage.getItem(SETTING_KEY);
91
+ if (v === 'low' || v === 'medium' || v === 'high') return v;
92
+ } catch {
93
+ /* storage blocked */
94
+ }
95
+ return 'auto';
96
+ }
97
+
98
+ export function setQualitySetting(v: QualitySetting): void {
99
+ try {
100
+ localStorage.setItem(SETTING_KEY, v);
101
+ } catch {
102
+ /* storage blocked */
103
+ }
104
+ }
105
+
106
+ function isTouchDevice(): boolean {
107
+ try {
108
+ const coarse = matchMedia('(pointer: coarse)').matches;
109
+ const touch = navigator.maxTouchPoints > 1;
110
+ const nav = navigator as Navigator & { userAgentData?: { mobile?: boolean } };
111
+ const mobileUA = nav.userAgentData
112
+ ? !!nav.userAgentData.mobile
113
+ : /Mobi|Android/i.test(navigator.userAgent);
114
+ return (touch && coarse) || mobileUA;
115
+ } catch {
116
+ return false;
117
+ }
118
+ }
119
+
120
+ /** Android GPU model → strong-enough-for-'phone' (vs 'phone-low'). Tiny,
121
+ * vendored on purpose (no detect-gpu dependency): renderer strings are only
122
+ * meaningful on Android/desktop anyway, and the governor corrects mistakes. */
123
+ const STRONG_ANDROID_GPU = /Adreno \(TM\) [67]\d\d|Adreno \(TM\) 8|Mali-G7[18]|Mali-G[89]\d|Immortalis|Xclipse/i;
124
+
125
+ function androidGpuLooksStrong(): boolean {
126
+ try {
127
+ const canvas = document.createElement('canvas');
128
+ const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
129
+ if (!gl) return false;
130
+ const info = gl.getExtension('WEBGL_debug_renderer_info');
131
+ const renderer = info ? String(gl.getParameter(info.UNMASKED_RENDERER_WEBGL)) : '';
132
+ const ext = gl.getExtension('WEBGL_lose_context');
133
+ if (ext) ext.loseContext(); // free the probe context immediately
134
+ return STRONG_ANDROID_GPU.test(renderer);
135
+ } catch {
136
+ return false;
137
+ }
138
+ }
139
+
140
+ /**
141
+ * Pick the STARTING tier. Manual setting wins; 'auto' uses heuristics:
142
+ * - non-touch → desktop
143
+ * - touch: old OS or small memory signals → phone-low; strong/new → phone
144
+ * The kit may have clamped devicePixelRatio — prefer its pristine stash.
145
+ */
146
+ export function detectTier(): QualityTier {
147
+ const setting = getQualitySetting();
148
+ if (setting === 'low') return TIERS['phone-low'];
149
+ if (setting === 'medium') return TIERS.phone;
150
+ if (setting === 'high') return TIERS.desktop;
151
+
152
+ if (!isTouchDevice()) return TIERS.desktop;
153
+
154
+ const ua = navigator.userAgent;
155
+ const kit = (window as Window & { __GENEX_KIT__?: { realDpr?: number } }).__GENEX_KIT__;
156
+ const dpr = kit?.realDpr ?? window.devicePixelRatio;
157
+ const isIOS = /iPhone|iPad|iPod/.test(ua) || (navigator.maxTouchPoints > 1 && /Mac/.test(ua));
158
+
159
+ if (isIOS) {
160
+ // iOS version floors device age (iOS 17 ⇒ XS/2018+; screen+DPR refine).
161
+ const m = ua.match(/OS (\d+)_/);
162
+ const major = m ? Number(m[1]) : 0;
163
+ if (major >= 17) return TIERS.phone;
164
+ return TIERS['phone-low'];
165
+ }
166
+ const am = ua.match(/Android (\d+)/);
167
+ const androidMajor = am ? Number(am[1]) : 0;
168
+ if (androidMajor >= 13 && (dpr >= 2.5 || androidGpuLooksStrong())) return TIERS.phone;
169
+ return TIERS['phone-low'];
170
+ }
@@ -83,7 +83,13 @@ npx genex wait <gen-id>
83
83
 
84
84
  Never wire the clip as a bare `<video loop>` — the residual seam shows every
85
85
  cycle. Two stacked `<video>` elements with the same src crossfade at the
86
- cycle end; any seam disappears deterministically, no regeneration lottery:
86
+ cycle end; any seam disappears deterministically, no regeneration lottery.
87
+
88
+ **Phone tiers get the poster, not the videos** (`$genex-threejs-adaptive-quality`):
89
+ two preloading 720p decoders while the 3D scene boots is a spike at exactly the
90
+ moment phones get killed for memory. On a phone tier, show the key-art poster
91
+ image (a captured frame of the clip works) and skip `seamlessLoop` entirely —
92
+ or defer ONE non-preloading video until after the first gameplay frame:
87
93
 
88
94
  ```ts
89
95
  /** Deterministic seamless loop: two stacked <video>s crossfade at cycle end. */
@@ -35,15 +35,23 @@ in local dev, the published game, and remixes).
35
35
 
36
36
  ## Load it as background + environment
37
37
 
38
- Load the equirect JPG, mark it equirectangular, and use it for both the visible
39
- background and the lighting:
38
+ Load the equirect JPG through the quality tier's rung ladder, mark it
39
+ equirectangular, and use it for both the visible background and the lighting.
40
+ The bare URL is an 8192×4096 original — ~178 MB decoded, over half a phone's
41
+ GPU budget in one texture — so phones must load the downscale rung the platform
42
+ stores next to every skybox (`$genex-threejs-adaptive-quality`):
40
43
 
41
44
  ```ts
42
45
  import * as THREE from "three";
46
+ import { detectTier } from "./controllers/quality/tier.ts";
47
+ import { loadTextureWithFallback } from "./controllers/quality/pick-asset.ts";
43
48
 
44
49
  // the URL `npx genex skybox` printed (R2 sends CORS headers, so cross-origin works):
45
50
  const SKYBOX_URL = "https://assets.genex.technology/generations/<id>/skybox-equirect";
46
- const texture = await new THREE.TextureLoader().loadAsync(SKYBOX_URL);
51
+ const tier = detectTier(); // reuse the boot tier if you already have it
52
+ const texture = await loadTextureWithFallback(SKYBOX_URL, tier, (u) =>
53
+ new THREE.TextureLoader().loadAsync(u),
54
+ );
47
55
  texture.mapping = THREE.EquirectangularReflectionMapping;
48
56
  texture.colorSpace = THREE.SRGBColorSpace;
49
57
 
@@ -51,6 +59,9 @@ scene.background = texture; // visible sky
51
59
  scene.environment = texture; // image-based lighting on PBR materials
52
60
  ```
53
61
 
62
+ Desktop gets the original; phones get the `@2048`/`@4096` rung; a missing rung
63
+ falls back to the original automatically — never a broken boot.
64
+
54
65
  For sharper reflections/lighting, pre-filter it with `PMREMGenerator`:
55
66
 
56
67
  ```ts
@@ -0,0 +1,141 @@
1
+ ---
2
+ name: genex-threejs-adaptive-quality
3
+ description: Make a Genex Three.js game phone-survivable with the vendored adaptive-quality kit — device-tier detection, tier-budgeted renderer settings, a runtime governor that steps quality down before phones run out of memory, per-tier asset rungs for generated skyboxes/textures, and a Quality picker in settings. Load for every game at boot wiring time, and whenever a game is heavy, crashes on phones, or gets flagged desktop-only.
4
+ ---
5
+
6
+ # Genex Three.js Adaptive Quality
7
+
8
+ Phones enforce a hard GPU-memory ceiling desktops don't have: iOS silently
9
+ kills the page when a game allocates too much, and the kill arrives at BOOT —
10
+ exactly when a skybox, models, and the post stack all decode at once. This
11
+ skill wires the vendored quality kit so the game boots conservatively on
12
+ phones, steps quality UP when the device proves smooth, and never gets uglier
13
+ on desktop. **You can recover from ugly; you cannot recover from a killed
14
+ page.**
15
+
16
+ This is a completion gate like the post stack: every game wires the tier at
17
+ boot before it is called done. It costs three lines, not a testing burden —
18
+ you still verify on desktop only.
19
+
20
+ ## Install
21
+
22
+ ```bash
23
+ npx genex controller quality
24
+ ```
25
+
26
+ Installs `src/controllers/quality/{tier.ts, governor.ts, pick-asset.ts}` —
27
+ game-owned code, edit freely.
28
+
29
+ ## Wire the tier at boot (before renderer construction)
30
+
31
+ ```ts
32
+ import { detectTier } from "./controllers/quality/tier.ts";
33
+ import { QualityGovernor } from "./controllers/quality/governor.ts";
34
+
35
+ const tier = detectTier(); // phone-low | phone | desktop; manual Quality setting wins
36
+ const renderer = new THREE.WebGLRenderer({ antialias: tier.antialias });
37
+ renderer.setPixelRatio(Math.min(window.devicePixelRatio, tier.dprCap));
38
+ ```
39
+
40
+ The tier owns every budget decision: `dprCap` (1.5 on phones — the single
41
+ biggest framebuffer lever), `antialias` (off on phones; it is fixed at context
42
+ creation and can never change live), `shadowMapSize` (1024 phone / 2048
43
+ desktop), `postLevel` (`'light'` = tone mapping + cheap passes on phones;
44
+ `'full'` = the named stack on desktop), `particleScale`, `drawDistanceScale`,
45
+ `frameCap`, and `remoteAvatarCap` for multiplayer. The exact ladder and which
46
+ knobs may change at runtime vs load time vs never: [references/adaptive-quality.md](references/adaptive-quality.md).
47
+
48
+ ## Wire the governor (runtime — phones throttle over minutes)
49
+
50
+ ```ts
51
+ const governor = new QualityGovernor(tier, {
52
+ setDprScale: (m) => renderer.setPixelRatio(Math.min(window.devicePixelRatio, tier.dprCap * m)),
53
+ setPostEnabled: (on) => (composerEnabled = on),
54
+ setDrawDistanceScale: (m) => (scene.fog!.far = baseFogFar * tier.drawDistanceScale * m),
55
+ }, renderer);
56
+
57
+ // In the render loop, with the same performance.now() delta the loop already computes:
58
+ governor.frame(deltaMs);
59
+ ```
60
+
61
+ Sustained slow frames step down (DPR ×0.8 → post off → draw distance →
62
+ 30 fps cap); twenty smooth seconds step back up; a knob that failed twice
63
+ stays down for the session. It keeps governing forever — thermal throttling
64
+ arrives at minute eight, not second thirty. It also pauses judgment when the
65
+ tab is hidden and publishes memory counts the platform's crash telemetry
66
+ reads; pause your own loop and audio on `visibilitychange` too.
67
+
68
+ ## Generated assets: load through the rungs
69
+
70
+ Generated skyboxes are 8192×4096 — about 178 MB decoded, over half a phone's
71
+ whole budget in one texture. Every generated image asset ships with downscale
72
+ rungs; phones must load through them:
73
+
74
+ ```ts
75
+ import { detectTier } from "./controllers/quality/tier.ts";
76
+ import { loadTextureWithFallback } from "./controllers/quality/pick-asset.ts";
77
+
78
+ const texture = await loadTextureWithFallback(SKYBOX_URL, tier, (u) =>
79
+ new THREE.TextureLoader().loadAsync(u),
80
+ );
81
+ ```
82
+
83
+ Desktop loads the original, phones the `@2048` rung (~11 MB), and a missing
84
+ rung falls back to the original — never a broken boot. The `$genex-ai-skybox`
85
+ and `$genex-ai-texture` skills show the wiring in place.
86
+
87
+ ## Quality picker in settings
88
+
89
+ The pause/settings screen (see `$genex-threejs-game-ui`) always carries a
90
+ Quality entry: **Auto / Low / Medium / High**, wired to
91
+ `setQualitySetting(...)` from `tier.ts` + a reload or re-tier. Persisted
92
+ per-device in localStorage on purpose — quality is a property of the phone,
93
+ not the player's account. Default Auto.
94
+
95
+ ## Budgets that ride the tier (not separate rules)
96
+
97
+ - Shadows: `tier.shadowMapSize`, `shadow.autoUpdate = false` for static scenes,
98
+ at most 2 cascades on phones (`$genex-threejs-shadow-systems`).
99
+ - Post: phone floor is a BUILT tone-mapping/output pass (`postLevel: 'light'`
100
+ adds FXAA/vignette); SSAO, volumetrics, and DoF are desktop-tier only
101
+ (`$genex-threejs-skill-router` owns the floor wording).
102
+ - Particles/scatter: multiply counts by `tier.particleScale`; render heavy
103
+ transparency at half resolution and upsample.
104
+ - Animation: distant mixers update at 1/2–1/4 rate; multiplayer remotes above
105
+ `tier.remoteAvatarCap` billboard instead of animating
106
+ (`$genex-threejs-multiplayer`).
107
+ - Physics: phone tiers prefer hull/cuboid colliders for props — trimesh only
108
+ where gameplay demands it (`$genex-threejs-physics-rapier`).
109
+ - Shaders: default `mediump` (iOS exception: float-texture sampling needs
110
+ `highp sampler2D`); precompile with `renderer.compileAsync(scene, camera)`
111
+ during the loader screen so first-frame jank doesn't read as a stall; skip
112
+ max anisotropy on phones.
113
+ - Disposal: level swaps traverse the outgoing scene and dispose geometry,
114
+ materials, AND textures (three never frees them for you); watch
115
+ `renderer.info.memory` while testing — if textures/geometries climb across
116
+ swaps, you leak toward the kill.
117
+
118
+ ## WebGPU games
119
+
120
+ The scaffold ships WebGL and stays the default; if this project already uses
121
+ `WebGPURenderer`, keep it (never switch renderers mid-project). Context loss
122
+ differs: WebGL fires `webglcontextlost` events; WebGPU exposes a
123
+ `device.lost` promise — attach a handler that pauses the loop and rebuilds,
124
+ mirroring the scaffold's WebGL pattern. All tier knobs apply identically
125
+ except `antialias` (WebGPU MSAA is per-render-target and CAN change at
126
+ runtime).
127
+
128
+ ## Failure conditions
129
+
130
+ - Renderer constructed before `detectTier()` → context-creation knobs
131
+ (antialias) are locked wrong for the session. Tier first, renderer second.
132
+ - Governor wired to context-creation flags → no-op at best. Runtime knobs
133
+ only: DPR, post toggles, distances, frame cap.
134
+ - Skybox loaded with a bare `TextureLoader.loadAsync(SKYBOX_URL)` on a game
135
+ that targets phones → ~178 MB decoded; route it through
136
+ `loadTextureWithFallback`.
137
+ - Quality stepping on every spike → shader compiles read as slowness. The
138
+ governor requires SUSTAINED slow windows; do not shorten them.
139
+ - Testing quality tiers by resizing the desktop window → tiers key off touch +
140
+ OS, not viewport. Trust desktop verification plus the preflight report
141
+ `genex preview` prints.
@@ -0,0 +1,105 @@
1
+ # Genex adaptive quality — tiers, knobs, and the governor in depth
2
+
3
+ Use this reference when tuning the tier ladder, deciding which knob may change
4
+ when, or teaching the governor a game-specific step.
5
+
6
+ ## Why boot-conservative
7
+
8
+ The phone budget is a hard ceiling that includes GPU memory (textures,
9
+ framebuffers), and the OS kill arrives with no catchable event. Boot is the
10
+ danger window: skybox + models + post targets decode together. So phone tiers
11
+ START one notch below what the heuristics suggest and the governor steps UP
12
+ after ~20 smooth seconds. The cost of guessing low is moments of softness; the
13
+ cost of guessing high is a dead page.
14
+
15
+ ## The tier ladder
16
+
17
+ | Knob | phone-low | phone | desktop |
18
+ |---|---|---|---|
19
+ | DPR cap | 1.0 | 1.5 | 2 |
20
+ | antialias (context) | off | off | on |
21
+ | Shadow map | 512 (static-cached) | 1024 | 2048 |
22
+ | Post level | tone map only | + FXAA/vignette | full named stack |
23
+ | Skybox rung | @2048 (~11 MB) | @4096 (~45 MB) | original |
24
+ | Texture rung (props) | @1024 | @2048 | original |
25
+ | Particles/scatter | 0.25× | 0.5× | 1× |
26
+ | Draw distance | 0.5× | 0.75× | 1× |
27
+ | Frame target | stable 30 | 60 | 60 |
28
+ | Remote avatars animated | 4 | 8 | all |
29
+ | Prop colliders | hull/cuboid | hull | as designed |
30
+
31
+ A DPR drop from 3 (raw iPhone) to 1.5 cuts every full-screen surface — color,
32
+ depth, and each post target — to a quarter of the bytes. It is the single
33
+ strongest lever the tier owns.
34
+
35
+ ## The knob split — what may change when
36
+
37
+ Getting this wrong produces silent no-ops or a session stuck ugly:
38
+
39
+ - **Context-creation-fixed (never changes live):** `antialias`, `alpha`,
40
+ `stencil`, `powerPreference` on WebGL. Changing them means a new context and
41
+ a full re-init — the tier must decide them BEFORE the renderer exists.
42
+ (WebGPU differs: MSAA is per-render-target sample count and is runtime-
43
+ changeable.)
44
+ - **Load-time (fixed for the session once fetched):** asset rungs (skybox and
45
+ texture resolutions), model LOD sets. `pickAsset` decides them from the tier
46
+ at load; switching later means a re-fetch — treat as fixed.
47
+ - **Runtime-free (the governor's domain):** `setPixelRatio`, post passes on/off
48
+ and their target resolutions, shadow map size (realloc), draw distance and
49
+ fog, LOD bias, particle counts, mixer update rates, frame cap, remote-avatar
50
+ animation count.
51
+
52
+ ## Governor mechanics
53
+
54
+ - Slow = frame delta over budget for a SUSTAINED window (4 s) — never single
55
+ spikes, which are usually shader compiles or GC. Precompiling with
56
+ `renderer.compileAsync` during the loader screen removes most spikes at the
57
+ source (and keeps first-frame jank from reading as a stall to the platform's
58
+ telemetry).
59
+ - Step-down order: DPR ×0.8 → post off → draw distance ×0.6 → 30 fps cap.
60
+ Each step is the cheapest remaining lever with the biggest headroom return.
61
+ - Step-up needs 20 smooth seconds (hysteresis), and a step that had to be
62
+ re-applied twice is pinned for the session — oscillating quality reads worse
63
+ than stable-low.
64
+ - The governor never stops: thermal throttling degrades phones after minutes
65
+ of play, so a boot-time benchmark alone always ends up wrong.
66
+ - A stable 30 fps cap beats a stuttery 40–50: consistent frame pacing reads
67
+ smoother and halves GPU work per second (heat, battery, memory bandwidth).
68
+ - Backgrounded tab (`visibilitychange`): pause the render loop and audio, not
69
+ just the governor — a hidden game burning GPU is pure thermal debt on the
70
+ device class that can least afford it.
71
+
72
+ ## Detection honesty
73
+
74
+ - Apple devices mask the GPU renderer string ("Apple GPU") — screen dims + DPR
75
+ + iOS major version are the usable signals there, and the governor corrects
76
+ the rest from measured frames.
77
+ - Android exposes real renderer strings (Adreno/Mali/Xclipse); the vendored
78
+ lookup in `tier.ts` promotes strong GPUs to the `phone` tier. It is a
79
+ heuristic on purpose — extend the regex when field data shows a
80
+ misclassified family, and let the governor absorb the rest.
81
+ - Never burn a probe context on a memory-strapped phone at play time; the one
82
+ probe in `tier.ts` runs at boot and frees its context immediately.
83
+
84
+ ## Memory discipline that rides the tier
85
+
86
+ - Dispose on every level swap: traverse the outgoing scene and call
87
+ `.dispose()` on geometry, material, AND each material's textures — material
88
+ dispose does not free textures, and three frees nothing automatically.
89
+ - Watch `renderer.info.memory.{textures,geometries}` across swaps in dev; a
90
+ monotonic climb is a leak marching toward the OS kill. The governor
91
+ publishes these counts for the platform's field telemetry.
92
+ - Prefer meshopt/instanced geometry for repeats; `BatchedMesh` batches
93
+ HETEROGENEOUS static meshes into one draw where instancing (identical
94
+ meshes only) can't.
95
+ - Half-resolution transparency: render heavy particle/transparency passes to a
96
+ half-size target and composite up — fill-rate is the phone bottleneck.
97
+
98
+ ## Multiplayer at tier
99
+
100
+ Remotes are visual-only; with the shared avatar file, `loadVrmClone` gives N
101
+ remotes one set of GPU geometry/textures. Animate and fully draw only the
102
+ nearest `tier.remoteAvatarCap`; beyond it, freeze the mixer and billboard or
103
+ hide. Matchmade games can also declare a lower `maxPlayers` in
104
+ `genex.matchmaking` for phone-heavy audiences — capacity is a server-owned
105
+ knob.