ops: finalize production domain and hardware benchmark tooling

Add /version.json build identity, deploy 16e7930 release markers,
DNS/Named Tunnel prep docs, portable browser benchmark, and replay
stability probe. Keep Quick Tunnel until permanent domain cutover.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Даня Архипов
2026-07-15 22:21:13 +00:00
parent 16e7930304
commit 4fcce5bff9
29 changed files with 1068 additions and 138 deletions

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@@ -7,13 +7,15 @@ Display: headed (:99)
Software renderer detected: **YES**
Verdict: **NOT A GPU BASELINE — software renderer (SwiftShader/llvmpipe/etc.)**
## Notes
## Server hardware WebGL re-check (2026-07-15)
- Headed Chromium with GPU-preferring flags.
- PerfCollector only with `?perf=1`; quality forced via `?quality=`.
- Prior headless ~9.6 FPS is labeled software/headless WebGL diagnostic baseline.
- **Host has NVIDIA GTX 1080 ×2**, but Playwright Chromium in this coder/Xvfb session resolves WebGL to **SwiftShader** — numbers below are **not** a hardware GPU baseline.
- For true GPU baseline: run `PLAYWRIGHT_BASE_URL=… npm run perf:gpu` on the presentation machine with a real `DISPLAY` and confirm renderer does **not** contain SwiftShader/llvmpipe.
Tried Chromium flags independently (`--use-gl=egl`, `--use-angle=gl-egl`, `--use-angle=gl`, Vulkan ANGLE) with NVIDIA EGL vendor file present. All resolved to **SwiftShader**.
```text
BLOCKED_BY_DISPLAY_ENVIRONMENT
```
Portable path: `npm run perf:browser` / `docs/HARDWARE_BENCHMARK_RUNBOOK.md`.
## Mode table (after Play)