VRAM: compact the skinned vertex output (no UV copy, octahedral normal/tangent): 48 B -> 20 B #616
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sky_line/Slipstream#616
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The pre-skin writes 48 B per skinned vertex (DrawVertex: fp32 position 12, uv 8, normal 12, tangent 16). The rigged category was 534 MB on an RTX 3070 user's machine in a crowd; the skinned output is most of it.
Scope (no visible loss; positions stay exact fp32)
Result: 48 B -> 20 B per skinned vertex (-58% of the skinned output). RT BLAS builds, motion vectors and rig weld are unaffected (positions unchanged). Every consumer of the skinned stream decodes the new layout: rigged raster (all passes), shadow / probe / mirror rigged draws, alpha sort, picking, RT copies, rig weld, motion vectors / history.
Position quantization (16-bit unorm per instance box) is a separate, later follow-up ticket.
VRAM: quantize the skinned (pre-skin output) vertex buffersto VRAM: compact the skinned vertex output (no UV copy, octahedral normal/tangent): 48 B -> 20 BBuilt and pushed (
b401f5f8cb,6713f114e1): skinned vertex output 48 B -> 20 B (fp32 position + octahedral normal/tangent). Shipped in 1.2.0. Only partially exercised in-world so far; moves to Testing until rigged avatars are checked for lighting/normal-map differences and the VRAM saving is measured in a crowd.Shipped in a published release and tested; closing (testing-lane sweep 2026-10-11).