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Project-M/Assets/_Project/Tuning/Profiles/heavy-committed.json
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kronic 4bd00818e1 Fix: the combat "freeze on a kill" — camera shake channel + drop the position hold
This is what the operator's report was actually describing, and it was never a CPU
hitch: median frame was 12.2 ms with a kill costing ~15 ms, wave respawn is not a
spike, and enemies carry no PhysicsCollider so corpses never blocked.

Two bugs in PrototypeCameraRig.LateUpdate, both measured with a STATIONARY player
so the ideal camera motion is exactly zero and everything observed is artifact:

1. Shake was integrated by the follow filter. The smoothing ran as
   Lerp(transform.position, desired, k), and transform.position already contained
   last frame's random shake — so the filter treated shake as real positional error
   and corrected only ~9 %/frame. Shake was never subtracted, just slowly lerped out
   while new shake piled on, so in sustained combat the camera random-walked around
   its framing and never settled. One kill left it 0.447 units off-frame and still
   0.199 off 24 frames later. The follow now smooths a _basePos that shake never
   touches; shake is applied only when writing the transform.

2. The position HOLD froze the follow for a fixed number of RENDER frames on every
   kill and heavy hit (2, or 7 on a finisher), making the freeze framerate-dependent
   — 49 ms at 144 fps, 233 ms at 30 fps — and it took its base from
   transform.position, permanently baking that frame's shake in as a 0.283-unit
   single-frame jump. A camera that stops while the world keeps moving reads as a
   hitch, not as crunch. Dropped; impact rides the FOV punch + shake alone
   (operator's call). HitStopMaxFrames / HitStopFreezeEnabled / FinisherHoldFrames
   retire with it, and the three saved feel profiles drop the dead keys.

Worth recording: dropping the hold ALONE measured slightly worse (max deviation
0.653 vs 0.447) — the hold had been partly masking the shake integration. Both
fixes together: deviation returns to 0.000 within a few frames of a kill, mean
deviation 0.038 across the window. The 0.428 peak is now the shake impulse itself,
a transient punch that immediately returns instead of a drift that lingers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:03:06 -07:00

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JSON

{
"name": "heavy-committed",
"notes": "LOCKED into code defaults 2026-07-21 (kept as the record of the winning A/B candidate). Slower, weightier: MonHun-lean. Longer lock + contact, bigger hit + hold, dimmer arc (the weapon is the read). DPS ~60 held.",
"sim": [
{
"k": "MeleeDamage",
"v": "36"
},
{
"k": "MeleeRecoverTicks",
"v": "36"
},
{
"k": "MeleeChainGraceTicks",
"v": "28"
},
{
"k": "MeleeContactTicks",
"v": "20"
},
{
"k": "MeleeBufferTicks",
"v": "10"
},
{
"k": "MeleeSwingMoveScale",
"v": "0.25"
}
],
"feel": [
{
"k": "MeleeArcIntensity",
"v": "0.8"
},
{
"k": "MeleeConnectFovKick",
"v": "1.1"
}
]
}