Fighting Game · Guides & deep dives

Commentary Latency

A guides & deep dives document in the Fighting Game library.

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V2 AI commentary has an indicative 800 ms budget from KO trigger to playable commentary audio. The budget is enforced outside rollback and is split across the asynchronous presentation pipeline:

Component Budget
Iris LLM round trip 420 ms
Calliope persona TTS render through @iris/voice 240 ms
Psyche lipsync and expression render 100 ms
Safety margin 40 ms
Total from KO trigger 800 ms

@v2/iris-commentary-orchestration passes only the reserved 420 ms LLM round-trip budget to @iris/conversation-orchestration. If the Iris call misses that reserved window, or if any downstream presentation stage would exceed the 800 ms envelope, the commentary path falls back to a pre-recorded @calliope/persona-live bank line.

Fallback selection is deterministic and keyed by (cueKind,ruleset,commentatorId,seed). The seed is supplied by V2 from the cue context, not by rollback simulation, and the selected line remains audio/subtitle-only. Live generated output is still recorded by (matchId,cueId,cueTriggerFrame,branchId) for replay parity; the fallback key only chooses the deterministic pre-recorded line when the latency budget misses.

This target is expected to be measured during alpha playtest against actual LLM round-trip, persona TTS render, and lipsync render timings. Until measured data is available, the constants above are the release-gate contract for KO-trigger commentary.