Baseline Capture & Warm-Up
A baseline is the reference performance against which all future candidate configurations are measured. If the baseline is flawed, every subsequent optimization decision will be compromised.
Baseline Execution Pipeline:
Start Route ──> Discard Warmup (100 frames) ──> Pass 1 Recording ──> Reset State ──> Pass 2 Recording ──> Reset State ──> Pass 3 Recording ──> Sort & Extract Median
1. Warm-Up Frame Rejection
When a scene starts playing, several initialization events distort frame times:
- Shader compilation and PSO creation
- Asset streaming and texture uploading to VRAM
- Garbage collector initialization
- Memory pool expansion
To ensure steady-state accuracy, RouteRunner executes a configurable warm-up phase (default: 100 frames). All telemetry gathered during warm-up is tagged isWarmup = true and completely excluded from baseline statistical calculations.
2. Multi-Repeat Passes ($\ge 3$ Repeats)
DeviceFit mandates at least three complete repeat passes along the authored route before accepting a baseline:
Pass 1: Mean = 21.4ms, Max = 32.1ms (transient disk cache read hitch)
Pass 2: Mean = 21.6ms, Max = 24.2ms
Pass 3: Mean = 21.3ms, Max = 24.0ms
Calculated Median: Mean = 21.4ms, p95 = 23.9ms, Max = 24.2ms (Pass 1 spike discarded)
By taking the median across multiple passes, non-reproducible external hitches (such as Windows Update or background antivirus disk scans) are automatically rejected.
3. Fixture Readiness & State Resets (DF-T02)
Before each repeat pass, RouteRunner calls:
fixtureAdapter.ResetState();
Any custom dynamic entities (such as spawned enemies, particle systems, or physics ragdolls) must be reset to their initial conditions. If a fixture reports that its state cannot be deterministically reset, DeviceFit invalidates the run with an explicit error rather than recording tainted data.