Per-tick step override; null = Auto (fps-derived / authored step).
Playback detail: 'auto' pins each ladder at the first rung whose
cumulative energy e(k) reaches playback.autoEnergyThreshold (stamped
ladders; unstamped ones fall back to time-budgeted streaming), a number
pins that many rungs, null streams whatever fits the tick ("Fast").
See DimensionAnimationState.ladderDepth.
Step-section choices in the per-dimension context menu, as multipliers of the dimension's BASE step (authored step, else 1% of the range).
Detail-section choices in the per-dimension context menu: pinned rung counts offered between Auto and All (the whole ladder).
Fraction of the animation frame window (1000 / targetFPS) handed to the progressive loaders as their per-tick LOD time budget. The remainder covers projection, commit, and scheduling overhead. Loaders stream sub-LODs until the budget runs out — whether because of level count or a slow (cache-miss) level — then commit what they have.
Floor for the per-tick budget so high target FPS still loads data.
Fixed per-tick reserve (ms) for projection + commit + render. At slow
target FPS the budget is frameWindow − overheadReserveMs when that
exceeds frameWindow × budgetFraction — otherwise a 1 fps playback
would idle 40 % of every second with refinement disabled, capping
quality below what the window could deliver.
The 'auto' playback detail pins a ladder at the FIRST rung whose
cumulative energy fraction e(k) (the energy_fraction_cum build stamps)
reaches this value; a ladder without stamps is left time-budgeted.
Dimension animation configuration Controls FPS-based animation through dimension ranges with various loop modes