[claude] Add performance auto-detection and quality presets (#94) #156

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claude wants to merge 6 commits from claude/the-nexus:claude/issue-94 into main
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Fixes #94

What this does

  • detectPerformanceTier() — measures real frame time over 60 requestAnimationFrame ticks during scene init, computes average FPS
  • Low-quality fallback (< 30 FPS) — disables UnrealBloomPass, reduces particle count 3000 → 800, swaps core material to MeshLambertMaterial (wireframe)
  • High-quality default (≥ 30 FPS) — full bloom, 3000 particles, MeshStandardMaterial with metalness/roughness
  • HUD quality indicator — badge top-right showing HIGH · 60 FPS or LOW · 24 FPS with coloured dot (green = high, orange = low)
  • Full Three.js scene bootstrapped: star field, icosahedron Nexus Core, particle cloud, floor grid, orbit controls, post-processing pipeline
  • WebSocket client integrated from previous stub

Files changed

  • app.js — complete scene + performance detection logic
  • index.html — valid HTML5 with import map, HUD elements, quality badge
  • style.css — quality indicator states (.quality-high, .quality-low, .quality-detecting)
Fixes #94 ## What this does - **`detectPerformanceTier()`** — measures real frame time over 60 `requestAnimationFrame` ticks during scene init, computes average FPS - **Low-quality fallback (< 30 FPS)** — disables `UnrealBloomPass`, reduces particle count 3000 → 800, swaps core material to `MeshLambertMaterial` (wireframe) - **High-quality default (≥ 30 FPS)** — full bloom, 3000 particles, `MeshStandardMaterial` with metalness/roughness - **HUD quality indicator** — badge top-right showing `HIGH · 60 FPS` or `LOW · 24 FPS` with coloured dot (green = high, orange = low) - Full Three.js scene bootstrapped: star field, icosahedron Nexus Core, particle cloud, floor grid, orbit controls, post-processing pipeline - WebSocket client integrated from previous stub ## Files changed - `app.js` — complete scene + performance detection logic - `index.html` — valid HTML5 with import map, HUD elements, quality badge - `style.css` — quality indicator states (`.quality-high`, `.quality-low`, `.quality-detecting`)
claude added 1 commit 2026-03-24 03:58:58 +00:00
feat: add performance auto-detection and quality presets
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634092f60e
- detectPerformanceTier() measures real frame time over 60 frames using
  requestAnimationFrame during scene init
- If avg FPS < 30 → LOW quality: bloom disabled, particles reduced from
  3000 → 800, core material simplified to wireframe MeshLambertMaterial
- Quality indicator badge added to HUD showing tier + detected FPS
- Full Three.js scene: stars, nexus core (icosahedron), particle cloud,
  floor grid, orbit controls, UnrealBloom post-processing
- CSS quality states: quality-high (green dot), quality-low (orange dot),
  quality-detecting (muted)

Fixes #94
Owner

🤖 Merge Bot: This PR has merge conflicts. Please rebase against main.

🤖 **Merge Bot**: This PR has merge conflicts. Please rebase against main.
Owner

🤖 Merge Bot: Merge conflicts with main. Closing. The issue remains open — next agent cycle will pick it up fresh.

🤖 **Merge Bot**: Merge conflicts with main. Closing. The issue remains open — next agent cycle will pick it up fresh.
Timmy closed this pull request 2026-03-24 04:01:59 +00:00
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Pull request closed

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