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Detcader101/benchmark

Benchmark the NGC-1980 / Thrust Zarch sandbox with repeatable rendered-frame samples, gameplay checks, screenshots and short clips. Use for performance comparisons or visual evidence of a game change.

What is benchmark?

benchmark is a Claude Code agent skill that benchmark the NGC-1980 / Thrust Zarch sandbox with repeatable rendered-frame samples, gameplay checks, screenshots and short clips. Use for performance comparisons or visual evidence of a game change.

Works with~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/Detcader101/NGC-1980/tree/main/skills/benchmark

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Documentation

What does benchmark do?

Produce measured evidence from the actual running game. Use the repository's tools/benchmark.mjs and tools/snap.mjs, preserving the chosen worktree and its game content fingerprint. The experimental checkout is /home/jayjay/thrust-zarch-experimental; the classic main is a different game version. Locate the appropriate checkout before running. Read the workflow for commands and the scene API.

Choose a short fixture that reaches the changed behavior. Reuse existing scenes where possible; use the default coastal-flight/research fixture for a general capture. Run one browser at a time. Benchmark with no screenshots, recordings, other test browsers or CPU regression batches running concurrently. Capture media afterward.

For a before/after claim, retain a baseline from the earlier code and repeat the same scene, seed, browser, renderer, resolution and sampling policy. The tool rejects comparisons with mismatched settings. A repeated run of unchanged code measures repeatability, not an improvement. Do not disguise a missing baseline or a failed run.

Inspect the PNGs and decoded clip contact sheets. Where motion is the claim, inspect more frames or play/seek the clip; three thumbnails do not establish every intermediate frame. Report what the rendered evidence supports alongside the actual assertions. Population counts alone do not establish visible fish, and a nonblank frame does not establish correct scenery. Keep visual observations distinct from automated checks.

Return the run directory, source identity, relevant numbers, failures and limits. SwiftShader is a software renderer; XR emulation is not headset qualification. CPU phases are smoothed CPU costs; draw counters are from the last render pass. Video encoding rate is never game FPS, and encoded duration can differ from capture time. Hand evidence to $devlog when an HTML development report is requested; benchmarking remains independently usable.

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