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The chunk priority metric is now the 2D projected pixel area of the chunk's AABB on screen — 8 corners projected through view-projection, 2D axis-aligned bbox of the projected points, clamped to viewport. This replaces the prior bounding-sphere-radius² metric, which was a 3D approximation: it treated a 322 × 55 × 5 m slab as a 163 m sphere, giving it the same huge priority face-on or edge-on. The new metric genuinely answers "what would this chunk's AABB cover if rendered solid given the current camera and viewport." Newly-loaded chunks get a 30-frame grace period at full priority (visibility_history floor temporarily forced to 1.0). Without it, just-loaded chunks crashed to history=0 → effective priority = pri × 0.05 → immediately reverse-swapped by the chunk they displaced. Cycle starved the per-frame load budget so candidates ranked below the cyclers never got attempted. 30 frames = HISTORY_ALPHA's time constant — enough for visibility_history to develop meaningfully. EVICT_PRIORITY_RATIO bumped 1.21 → 2.0 to suppress more swap noise between similar-priority chunks. Interactive heartbeat log added: every render in non-bench mode prints [frame] with fps, ms, obj, sub_draws, hiz_rej, cull, stream, chunks breakdown (resident/frustum/total + missing count), VRAM, model count. Every 30 frames when something's missing, also dumps: - top 8 models by missing chunk count - top 20 missing chunks by priority (with AABBs) - bottom 5 residents by effective priority - all chunks of brace.ifc (one-off diagnostic, hardcoded for the brace-visibility investigation) The heartbeat made the streaming bug visible: a brace model that isolation-loads correctly is missing in the full set because slabs covering more pixels win the priority contest. Per-model fairness or manual pinning are the remaining options if pixel-area + grace + hysteresis isn't enough — left for follow-up so the user can decide based on real testing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>