Performance Budget
Minimum class SD778G / Dimensity 1080 / Exynos 1380, 6 GB RAM, stable 30 FPS. Every asset references this.
Design sheet
Required fields for a system. Empty means undecided, not zero.
| Definition | Hardware-class performance budget governing every asset in the project |
| Owner Doc | 05_ASTRA_Performance_Budget.md (AR-026) |
Visual references
Concept art, mood boards, generated images and map sketches attached to this item.
Assets required
Every asset here exists exactly once in the registry. Linking is reuse, not duplication.
| Asset | Category | Usage | Status | Polys |
|---|---|---|---|---|
| No assets linked yet. | ||||
Design notes
AR-026 LOCKED — elevated to 'Project Bible #2'. Budgets are defined by HARDWARE CLASS, not a single phone model, so the document stays valid as Android moves.
DEVICE CLASSES — Minimum: SD778G / Dimensity 1080 / Exynos 1380, 6 GB RAM, Adreno 642L class, stable 30 FPS. Recommended: SD 8 Gen 2+, 8 GB+, stable 60 FPS. High end: SD 8 Elite / A18 Pro, 60 FPS locked.
Frame pacing matters more than peak FPS.
SIZE — APK ≤1.2 GB target / 1.5 GB max · installed ≤2.8 GB / 3.5 GB max · patches <100 MB, seasonal <300 MB. LOADING — cold boot <10 s · match load <15 s · respawn/spectator <3 s. MEMORY — runtime RAM ≤2.5 GB target / 3.0 GB peak on minimum device. Texture streaming always on. DRAW CALLS — ≤180 target / ≤250 peak. Batching, GPU instancing and LODs mandatory. TRIANGLES — Character LOD0 25–30k / LOD1 15k / LOD2 8k / LOD3 2k · Weapon 4–6k / 2.5k / 1k · Barrier 3–5k / 2k / 800 · Props small 200–800, medium 800–2k, large 2k–8k · Hero landmark 10–20k (major structures only). TEXTURES — Character one 2048² atlas · Weapon 1024² · Props 512² · Hero landmark 2048² max · Vegetation 512² shared atlas. MATERIALS — Character max 3 · Weapon max 2 · Prop max 1. SKINNED MESHES — ≤30 on screen. BONES — ≤120 per hero including fingers; no runtime facial rig. AUDIO — 32 simultaneous voices. Priority: gunfire > footsteps > hero abilities > barriers > ambient > music. VFX — ≤15 simultaneous major effects. GPU particles preferred. NETWORK — <30 KB/s per client average at 24 players / 30 Hz. BATTERY — ≤12% per 30 minutes on the minimum device. THERMAL — no sustained throttling within 30 minutes.
LOD POLICY: every 3D asset over 2,000 triangles must ship LOD0/1/2. Hero landmarks need LOD3 if visible at distance.
GATE: no asset is approved until it passes triangle, texture, material, draw-call, memory, LOD and mobile performance validation. Exceeding a budget requires written justification — never visual preference alone.