diff --git a/docs/plans/2026-08-22-visualmaster-campaign.md b/docs/plans/2026-08-22-visualmaster-campaign.md
index ce2fc78a..ce968150 100644
--- a/docs/plans/2026-08-22-visualmaster-campaign.md
+++ b/docs/plans/2026-08-22-visualmaster-campaign.md
@@ -76,7 +76,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level.
| Slice | Closes | Gate |
|---|---|---|
-| VM0 | F1 — default-path invariance | automated + Fable report |
+| VM0 | F1 — default-path invariance | **CLOSED 2026-08-22 — PASS**; [report](../research/2026-08-22-vm0-default-path-invariance.md) |
| VM1 | F2 — invented detail fade | automated |
| VM2 | F3 — which retail detail path ran | **CLOSED 2026-08-22** — single-pass; see [cdb note](../research/2026-08-22-vm2-retail-detail-path-cdb.md) |
| VM3 | F4 — linear-light post stack | automated + **owner visual** |
@@ -85,7 +85,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level.
| VM6 | Foliage wind | automated + **owner visual** |
| VM7 | Closeout: full gates, register, roadmap, merge | **owner** |
-Order is VM2 (done) → VM0 → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured
+Order is VM2 (done) → VM0 (done) → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured
against the baseline it establishes.
---
@@ -126,6 +126,8 @@ performance against `6c79d35c`.
6. Add the masked comparison as a repeatable tool mode
(`-Baseline … -TerrainMask`) so VM3/VM6 can re-run it.
+**OUTCOME (2026-08-22): PASS.** Connected, visible-window, isolated-config captures: base+normals vs HEAD-off has zero strong static differences outside the animated lifestone at Holtburg and the open field; production CPU is 13% cheaper and allocation 25x lower on HEAD's pack-off path (no observer, uncapped Release). Three config traps (isolated FOV, the real Roaming settings still selecting the pack, minimized-window throttling) are recorded in the report. Replaced the planned terrain mask with a base+normals baseline (no mask needed).
+
**Acceptance:** the two pixel assertions in step 4 hold; the perf A/B shows
no default-path regression; the Fable report records the exact commands,
commits and artifact paths. If a regression is found, it is fixed here and
diff --git a/docs/research/2026-08-22-vm0-default-path-invariance.md b/docs/research/2026-08-22-vm0-default-path-invariance.md
new file mode 100644
index 00000000..eca62302
--- /dev/null
+++ b/docs/research/2026-08-22-vm0-default-path-invariance.md
@@ -0,0 +1,119 @@
+# VM0 — is Campaign AR's pack-off path the pre-campaign renderer?
+
+**Date:** 2026-08-22 · **Campaign:** VM slice VM0 · **Status:** CLOSED — PASS
+**Question:** with no render pack selected, does `c51b07ef` (Campaign AR) draw
+the same pixels and cost the same as `6c79d35c` (pre-campaign main), outside
+the two intended parity changes (A2 terrain normals, #226 building detail)?
+**Answer:** yes, to the measured noise floor — and the pack-off path is
+faster and allocates less.
+
+## Binaries
+
+| Name | Source | Notes |
+|---|---|---|
+| `base` | `6c79d35c` | + `evidence/vm0/baseline-configdir.patch` (HEAD's 13-line `ACDREAM_CONFIG_DIR/DATA_DIR/CACHE_DIR` hunk in `ApplicationPathSet`, path resolution only) so it can run from an isolated config |
+| `base+normals` | `6c79d35c` + `evidence/vm0/baseline-normals.patch` (only `LandblockMesh.cs` + `TerrainVertex.cs` from the campaign) + the config-dir hunk | isolates A2 so the key comparison needs no terrain mask |
+| `HEAD` | `c51b07ef` | `BuildingDetailTextures` off and on |
+
+All Release. Worktrees `.claude/worktrees/vm0-base` and `vm0-base-normals`
+were throwaway; the two patches reproduce them.
+
+## Method that finally worked (and the three that did not)
+
+Every run: connected to the local ACE as `+Acdream` (name-selected via
+`--session-config`; ACE reorders the roster by last login, so an index is not
+stable), **visible normal window** (the product condition), one **isolated
+config clone** per variant under `artifacts/vm0/cfg-*` with
+`renderPack = retail/off`, pinned `ACDREAM_DAY_GROUP=0`,
+`ACDREAM_WORLD_TIME=0.5`, `ACDREAM_SKY_PHASE_SECONDS=0`, `ACDREAM_MSAA_SAMPLES=0`,
+1280×720, 12 s settle, one screenshot. Helper:
+`tools/vm0/capture-visible.ps1` (the `6c79d35c` pixel-gate script with `-Exe`,
+`-Live`, `-ConfigDir`, `-CharacterName`, `-PreCaptureCommand`).
+
+Three earlier attempts produced 88–91 % pixel differences that were **all
+configuration, none renderer** — recorded so nobody repeats them:
+
+1. **Hidden-window captures vs old-tool captures differed by a 0.952 zoom.**
+ HEAD's gate writes an isolated `settings.json` with no `fieldOfView`, so
+ HEAD rendered at the default 90° gameFOV while the old binary read the real
+ file's `86.33°`. Not a renderer change. Consequence: captures from the new
+ `run-offline-pixel-gate.ps1` and from the pre-campaign tool are **not
+ comparable** to each other; each tool is self-consistent.
+2. **Connected HEAD frames were brighter with tree shadows.** The real Roaming
+ `settings.json` still held `renderPack = acdream.atmospheric/low` from the
+ owner's live gate — the pack was ON. (The reviewer had been reading and
+ editing a stale `%LOCALAPPDATA%\acdream\settings.json`; the client's
+ Windows config root is `%APPDATA%\acdream`.) Every HEAD run must pin the
+ selection explicitly.
+3. **A minimized HEAD window rendered brighter than hidden/visible.** Windows
+ throttles an iconified GLFW surface; the 12 s settle had not completed.
+ Minimized is not a product condition and is not used.
+
+## Pixel results
+
+Exact per-pixel comparison (`max |ΔRGB|`), no tolerance.
+
+**Open field (logout spot, 60.7S 89.1W, few dynamics):**
+
+| Pair | px differing | notes |
+|---|---|---|
+| base vs base+normals (A2 only) | 12.7 %, mean Δ 1.5 | terrain shading, low amplitude |
+| **base+normals vs HEAD-off (KEY)** | **4.3 %, mean Δ 9** | all of it: idle-pose outline, regenerating mana digits, one ambient flyer crossing the camera — ground, trees and UI clean (`diff-I: HEAD-off vs base+normals (KEY).png`) |
+| HEAD-off vs HEAD-on (detail) | 3.3 % | no buildings in view; same noise class |
+
+**Holtburg (`/telepoi Holtburg`, buildings, NPCs, animated lifestone):**
+the same binary twice differs in 25–35 % of pixels by ±1–7 (sun/time
+sub-steps), so a raw count is meaningless. Pixels with |Δ| ≥ 8 between two
+logins of the *same* binary define the dynamic mask (lifestone, NPCs, particle
+emitter, radar blips, digits; 9.8 % of the frame after a 6 px dilation). In
+the remaining 90.2 %:
+
+| Pair | |Δ| ≥ 8 px in static region | max |
+|---|---|---|
+| base+normals self (two logins) | **0** | 7 |
+| HEAD-off self (two logins) | **0** | 7 |
+| **base+normals vs HEAD-off (KEY, run 1)** | **841 (0.10 %)** | 128 |
+| **base+normals vs HEAD-off (KEY, run 2)** | **729 (0.09 %)** | 128 |
+| base vs base+normals (A2 only) | 7,884 (0.95 %) | 212 |
+| HEAD-off vs HEAD-on (detail) | 513 (0.06 %) | 255 |
+
+The 841/729 KEY pixels are streaks inside the animated lifestone crystal that
+escaped the mask dilation (`evidence/vm0/holtburg-KEY-static-strong-diff.png`);
+buildings, roofs, ground, trees, sky and every UI element are clean. The A2
+row is the expected shading change on terrain. The detail row is below the
+threshold on building shells because the fallback blend's mean factor is
+1.033 (+3 %); VM1's single-pass re-port (−10 %) will make it measurable.
+
+Evidence: `docs/research/evidence/vm0/*.png`, full captures under
+`artifacts/vm0/` (not committed).
+
+## Production performance (no observer)
+
+`tools/vm0/perf-run.sh`: connected, **uncapped Release**, no
+`ACDREAM_AUTOMATION_ARTIFACT_DIR` (so no render-scene observer),
+`ACDREAM_FRAME_PROF=1`, same isolated config, 75 s at each spot; last six
+5-second `[frame-prof]` windows (`evidence/vm0/perf-frame-prof.txt`):
+
+| Spot | Binary | CPU p50 / p95 / p99 | GPU p50 / p95 | alloc KB/frame | Gen0 per 5 s |
+|---|---|---|---|---|---|
+| Holtburg | base | 4.7 / 5.1 / 5.5 ms | 0.4 / 0.5 | 574 | 12–13 |
+| Holtburg | **HEAD off** | **4.1 / 4.4 / 4.8 ms** | 0.4 / 0.5 | **21** | 0–1 |
+| Arwic (dense) | base | 6.0 / 6.5 / 7.0 ms | 0.7 / 0.8 | 582 | 10 |
+| Arwic (dense) | **HEAD off** | **5.2 / 5.6 / 6.1 ms** | 0.7 / 0.9 | **29** | 0–1 |
+
+No regression. The pack-off path is ~13 % cheaper on CPU with ~25× less
+managed allocation per frame; GPU unchanged. This also settles review F5b:
+the "27.8 ms retail-path CPU" in the Stage-2 connected report was the
+automation observer, not the product.
+
+## Verdict
+
+VM0 PASSES. Campaign AR's default path is the pre-campaign renderer plus the
+two declared parity changes. The F1 blocker is cleared.
+
+## Carried forward
+
+- The new pixel gate's isolated settings should carry `fieldOfView` (and
+ `gamma`) so its captures mean the same as the product's — filed for VM7's
+ tool tidy; not a renderer issue.
+- `run-offline-pixel-gate.ps1` gained `-BuildingDetailTextures` (VM0).
diff --git a/docs/research/evidence/vm0/baseline-configdir.patch b/docs/research/evidence/vm0/baseline-configdir.patch
new file mode 100644
index 00000000..70a7ffdd
--- /dev/null
+++ b/docs/research/evidence/vm0/baseline-configdir.patch
@@ -0,0 +1,31 @@
+diff --git a/src/AcDream.Platform/ApplicationPathSet.cs b/src/AcDream.Platform/ApplicationPathSet.cs
+index a6743ad1..76e3a1f5 100644
+--- a/src/AcDream.Platform/ApplicationPathSet.cs
++++ b/src/AcDream.Platform/ApplicationPathSet.cs
+@@ -72,6 +72,16 @@ public sealed record ApplicationPathSet(
+ {
+ platform ??= ApplicationPathEnvironment.Instance;
+
++ // Explicit method/CLI arguments remain authoritative. The environment
++ // seam lets graphical automation and portable installations isolate
++ // all mutable user state without rewriting the real user's settings.
++ configDirectory ??= NonEmpty(
++ platform.GetEnvironmentVariable("ACDREAM_CONFIG_DIR"));
++ dataDirectory ??= NonEmpty(
++ platform.GetEnvironmentVariable("ACDREAM_DATA_DIR"));
++ cacheDirectory ??= NonEmpty(
++ platform.GetEnvironmentVariable("ACDREAM_CACHE_DIR"));
++
+ string config;
+ string data;
+ string cache;
+@@ -140,6 +150,9 @@ public sealed record ApplicationPathSet(
+ return Path.Combine(root, leaf);
+ }
+
++ private static string? NonEmpty(string? value) =>
++ string.IsNullOrWhiteSpace(value) ? null : value;
++
+ private static string RequireFolder(
+ IApplicationPathEnvironment platform,
+ Environment.SpecialFolder folder)
diff --git a/docs/research/evidence/vm0/baseline-normals.patch b/docs/research/evidence/vm0/baseline-normals.patch
new file mode 100644
index 00000000..deb9b8d2
--- /dev/null
+++ b/docs/research/evidence/vm0/baseline-normals.patch
@@ -0,0 +1,149 @@
+diff --git a/src/AcDream.Core/Terrain/LandblockMesh.cs b/src/AcDream.Core/Terrain/LandblockMesh.cs
+index 81e67249..e3a09fca 100644
+--- a/src/AcDream.Core/Terrain/LandblockMesh.cs
++++ b/src/AcDream.Core/Terrain/LandblockMesh.cs
+@@ -56,27 +56,21 @@ public static class LandblockMesh
+ throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
+
+ // Pre-sample all 81 heights into a 2D array (x-major indexing). This
+- // doubles as the source for per-vertex normals via central differences
+- // (Phase 3b lighting, preserved through the per-cell refactor).
++ // is also the source for retail's topology-aware vertex normals.
+ var heights = new float[HeightmapSide, HeightmapSide];
+ for (int x = 0; x < HeightmapSide; x++)
+ for (int y = 0; y < HeightmapSide; y++)
+ heights[x, y] = heightTable[block.Height[x * HeightmapSide + y]];
+
+- // Pre-compute all 81 vertex normals so the inner cell loop is a pure
+- // lookup. Central differences on the heightmap → smooth normal field.
+- var normals = new Vector3[HeightmapSide, HeightmapSide];
+- for (int x = 0; x < HeightmapSide; x++)
+- for (int y = 0; y < HeightmapSide; y++)
+- {
+- int xL = Math.Max(x - 1, 0);
+- int xR = Math.Min(x + 1, HeightmapSide - 1);
+- int yD = Math.Max(y - 1, 0);
+- int yU = Math.Min(y + 1, HeightmapSide - 1);
+- float dx = (heights[xR, y] - heights[xL, y]) / ((xR - xL) * CellSize);
+- float dy = (heights[x, yU] - heights[x, yD]) / ((yU - yD) * CellSize);
+- normals[x, y] = Vector3.Normalize(new Vector3(-dx, -dy, 1f));
+- }
++ // Retail CLandBlockStruct::calc_lighting accumulates the normalized
++ // plane normal of every incident terrain polygon at each of the 81
++ // shared height-sample vertices, then normalizes the sum. Use the same
++ // split hash and triangle topology as the emitted mesh; this changes
++ // lighting only, never positions, indices, or the collision surface.
++ var normals = BuildRetailVertexNormals(
++ heights,
++ landblockX,
++ landblockY);
+
+ var vertices = new TerrainVertex[VerticesPerLandblock];
+ var indices = new uint[VerticesPerLandblock]; // 1 index per vertex (no deduplication)
+@@ -173,6 +167,85 @@ public static class LandblockMesh
+ return new LandblockMeshData(vertices, indices);
+ }
+
++ private static Vector3[,] BuildRetailVertexNormals(
++ float[,] heights,
++ uint landblockX,
++ uint landblockY)
++ {
++ var normalSums = new Vector3[HeightmapSide, HeightmapSide];
++
++ for (int cy = 0; cy < CellsPerSide; cy++)
++ {
++ for (int cx = 0; cx < CellsPerSide; cx++)
++ {
++ var posBL = new Vector3( cx * CellSize, cy * CellSize, heights[cx, cy ]);
++ var posBR = new Vector3((cx + 1) * CellSize, cy * CellSize, heights[cx + 1, cy ]);
++ var posTR = new Vector3((cx + 1) * CellSize, (cy + 1) * CellSize, heights[cx + 1, cy + 1]);
++ var posTL = new Vector3( cx * CellSize, (cy + 1) * CellSize, heights[cx, cy + 1]);
++
++ var split = TerrainBlending.CalculateSplitDirection(
++ landblockX, (uint)cx, landblockY, (uint)cy);
++
++ if (split == CellSplitDirection.SWtoNE)
++ {
++ AccumulateFaceNormal(
++ normalSums,
++ posBL, cx, cy,
++ posBR, cx + 1, cy,
++ posTR, cx + 1, cy + 1);
++ AccumulateFaceNormal(
++ normalSums,
++ posBL, cx, cy,
++ posTR, cx + 1, cy + 1,
++ posTL, cx, cy + 1);
++ }
++ else
++ {
++ AccumulateFaceNormal(
++ normalSums,
++ posBL, cx, cy,
++ posBR, cx + 1, cy,
++ posTL, cx, cy + 1);
++ AccumulateFaceNormal(
++ normalSums,
++ posBR, cx + 1, cy,
++ posTR, cx + 1, cy + 1,
++ posTL, cx, cy + 1);
++ }
++ }
++ }
++
++ var normals = new Vector3[HeightmapSide, HeightmapSide];
++ for (int x = 0; x < HeightmapSide; x++)
++ {
++ for (int y = 0; y < HeightmapSide; y++)
++ {
++ Vector3 sum = normalSums[x, y];
++ normals[x, y] = sum.LengthSquared() > 0f
++ ? Vector3.Normalize(sum)
++ : Vector3.UnitZ;
++ }
++ }
++
++ return normals;
++ }
++
++ private static void AccumulateFaceNormal(
++ Vector3[,] normalSums,
++ Vector3 p0, int x0, int y0,
++ Vector3 p1, int x1, int y1,
++ Vector3 p2, int x2, int y2)
++ {
++ Vector3 cross = Vector3.Cross(p1 - p0, p2 - p0);
++ if (cross.LengthSquared() <= 0f)
++ return;
++
++ Vector3 faceNormal = Vector3.Normalize(cross);
++ normalSums[x0, y0] += faceNormal;
++ normalSums[x1, y1] += faceNormal;
++ normalSums[x2, y2] += faceNormal;
++ }
++
+ private static void WriteCell(
+ TerrainVertex[] verts, ref int vi,
+ uint d0, uint d1, uint d2, uint d3,
+diff --git a/src/AcDream.Core/Terrain/TerrainVertex.cs b/src/AcDream.Core/Terrain/TerrainVertex.cs
+index a031e837..69775c23 100644
+--- a/src/AcDream.Core/Terrain/TerrainVertex.cs
++++ b/src/AcDream.Core/Terrain/TerrainVertex.cs
+@@ -11,11 +11,11 @@ namespace AcDream.Core.Terrain;
+ /// which of the 4 cell corners a given vertex represents from
+ /// gl_VertexID % 6 plus the split direction bit.
+ ///
+-/// Normal is stored per vertex via Phase 3b's central-difference scheme on
+-/// the 9×9 heightmap — this lets the fragment shader interpolate a smooth
+-/// normal across triangles (softer than WorldBuilder's dFdx/dFdy
+-/// flat-shaded approach). UVs are derived from the corner index in the
+-/// vertex shader — not stored here.
++/// Normal is stored per vertex using retail's terrain-lighting rule: each
++/// shared height-sample vertex receives the normalized plane normals of its
++/// incident, split-aware terrain triangles and normalizes their sum. The
++/// fragment shader interpolates that smooth result across triangles. UVs are
++/// derived from the corner index in the vertex shader — not stored here.
+ ///
+ /// Size: 12 (position) + 12 (normal) + 4*4 (Data0..3) = 40 bytes.
+ ///
diff --git a/docs/research/evidence/vm0/compare-offline.py b/docs/research/evidence/vm0/compare-offline.py
new file mode 100644
index 00000000..2c043b40
--- /dev/null
+++ b/docs/research/evidence/vm0/compare-offline.py
@@ -0,0 +1,31 @@
+import sys, numpy as np
+from PIL import Image
+root = r"artifacts/vm0"
+def load(n): return np.asarray(Image.open(f"{root}/{n}/screenshots/world-offline.png").convert("RGB")).astype(np.int16)
+def cmp(a, b, name, maskTop=0):
+ A, B = load(a), load(b)
+ assert A.shape == B.shape, (A.shape, B.shape)
+ d = np.abs(A - B).max(axis=2)
+ H, W = d.shape
+ region = d[maskTop:, :]
+ diff = region > 0
+ n = int(diff.sum()); tot = region.size
+ rows = np.where(diff.any(axis=1))[0]
+ print(f"{name}: {n} / {tot} px differ ({100.0*n/tot:.5f}%)"
+ + (f" rows {rows.min()+maskTop}-{rows.max()+maskTop}, max|d|={int(region.max())}, mean|d| over differing={region[diff].mean():.2f}" if n else " IDENTICAL"))
+ if n:
+ hist = np.bincount(region[diff].astype(np.int64), minlength=8)
+ print(f" |d| histogram 1..7+: {hist[1:8].tolist()} ...>=8: {int((region[diff]>=8).sum())}")
+ vis = np.zeros((H, W, 3), np.uint8)
+ vis[..., 0] = np.clip(d * 16, 0, 255).astype(np.uint8) # red = difference amplified x16
+ base = (A.astype(np.float32) * 0.25).astype(np.uint8)
+ vis = np.maximum(vis, base)
+ Image.fromarray(vis).save(f"{root}/diff-{name}.png")
+ return n
+print("== whole frame, exact ==")
+cmp("base", "base-normals", "A2-normals-only")
+cmp("base-normals", "head-off", "HEAD-off_vs_base+normals")
+cmp("head-off", "head-on", "detail-on_vs_off")
+cmp("base", "head-off", "HEAD-off_vs_base")
+print("== top-280 sky band masked (the tool's documented self-noise band) ==")
+cmp("base-normals", "head-off", "HEAD-off_vs_base+normals_masked", 280)
diff --git a/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png b/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png
new file mode 100644
index 00000000..0af4f081
Binary files /dev/null and b/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png differ
diff --git a/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png b/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png
new file mode 100644
index 00000000..a4236451
Binary files /dev/null and b/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png differ
diff --git a/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png b/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png
new file mode 100644
index 00000000..a6f04ee9
Binary files /dev/null and b/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png differ
diff --git a/docs/research/evidence/vm0/perf-frame-prof.txt b/docs/research/evidence/vm0/perf-frame-prof.txt
new file mode 100644
index 00000000..b81679c0
--- /dev/null
+++ b/docs/research/evidence/vm0/perf-frame-prof.txt
@@ -0,0 +1,4 @@
+holtburg-base: p50=4.7 p95=5.1 p99=5.8 max=8.8 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=600.3 gc=12/3/0;p50=4.7 p95=5.0 p99=5.3 max=6.1 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=13/4/0;p50=4.7 p95=5.0 p99=5.5 max=7.7 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=12/4/0;p50=4.7 p95=5.0 p99=5.3 max=6.2 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=12/3/0;p50=4.7 p95=5.1 p99=5.4 max=6.4 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=623.1 gc=13/4/0;p50=4.7 p95=5.1 p99=5.8 max=10.1 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=692.6 gc=12/3/0;
+holtburg-head: p50=4.1 p95=4.4 p99=4.7 max=6.5 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=47.2 gc=1/0/0;p50=4.1 p95=4.4 p99=4.7 max=5.5 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=139.2 gc=1/0/0;p50=4.2 p95=4.4 p99=4.6 max=5.7 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=156.5 gc=0/0/0;p50=4.1 p95=4.4 p99=4.7 max=5.3 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=220.9 gc=1/0/0;p50=4.1 p95=4.4 p99=5.5 max=9.0 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=67.0 gc=0/0/0;p50=4.2 p95=4.4 p99=4.6 max=5.4 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=136.3 gc=1/0/0;
+arwic-base: p50=6.0 p95=6.5 p99=7.0 max=8.9 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=646.5 gc=10/3/0;p50=6.0 p95=6.4 p99=6.8 max=7.5 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=697.7 gc=9/3/0;p50=6.0 p95=6.5 p99=7.0 max=7.6 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=700.7 gc=10/3/0;p50=5.9 p95=6.4 p99=7.0 max=11.5 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=700.9 gc=10/4/0;p50=6.0 p95=6.4 p99=7.0 max=11.7 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=620.8 gc=10/3/0;p50=6.0 p95=6.5 p99=7.1 max=7.9 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=732.5 gc=10/3/0;
+arwic-head: p50=5.1 p95=5.5 p99=5.9 max=6.5 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=68.1 gc=1/0/0;p50=5.2 p95=5.6 p99=6.3 max=8.4 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=143.9 gc=1/0/0;p50=5.1 p95=5.5 p99=6.1 max=9.6 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=143.9 gc=0/0/0;p50=5.1 p95=5.5 p99=5.9 max=6.3 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=144.1 gc=1/0/0;p50=5.2 p95=5.6 p99=6.6 max=12.4 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=68.2 gc=1/0/0;p50=5.2 p95=5.5 p99=5.9 max=6.6 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=144.1 gc=0/0/0;
diff --git a/tools/run-offline-pixel-gate.ps1 b/tools/run-offline-pixel-gate.ps1
index 100e89c4..63e8daba 100644
--- a/tools/run-offline-pixel-gate.ps1
+++ b/tools/run-offline-pixel-gate.ps1
@@ -113,6 +113,11 @@
acdream's normal default. A shallow positive angle can put a low sun in
frame for ray and volumetric-shaft captures.
+.PARAMETER BuildingDetailTextures
+ Retail Building Detail Textures preference written into the isolated
+ settings (#226). Default $true (the product default). $false captures the
+ pack-off frame without the building/EnvCell detail replay, which is how
+ Campaign VM slice VM0 isolates that parity change from the rest.
.PARAMETER Uncapped
Disable both VSync and the normal refresh-rate software limiter. Omit for
the capped product cadence. This is a diagnostic measurement mode only.
@@ -155,6 +160,10 @@ param(
[int]$RenderPackSampleTimeoutMs = 300000,
[switch]$AllowSafeRenderPackFallback,
[switch]$Uncapped,
+ # Campaign VM slice VM0: pin the retail Building Detail Textures preference
+ # (#226). Default keeps the product default (on). Pass $false to capture the
+ # pack-off frame without the building/EnvCell detail replay.
+ [bool]$BuildingDetailTextures = $true,
[switch]$SkipBuild
)
@@ -202,6 +211,7 @@ $settings = [ordered]@{
resolution = $Resolution
fullscreen = $false
vsync = $false
+ buildingDetailTextures = $BuildingDetailTextures
renderPack = [ordered]@{
packId = $packId
packVersion = $packVersion
diff --git a/tools/vm0/capture-visible.ps1 b/tools/vm0/capture-visible.ps1
new file mode 100644
index 00000000..310a6e0e
--- /dev/null
+++ b/tools/vm0/capture-visible.ps1
@@ -0,0 +1,352 @@
+# Campaign VM slice VM0 capture helper. The pre-campaign pixel gate (6c79d35c)
+# with three changes: an explicit -Exe so one script drives every binary under
+# test, a VISIBLE normal window (the real product condition - a minimized GLFW
+# surface is throttled by Windows and HEAD's hidden borderless mode changes the
+# framing, see docs/research/2026-08-22-vm0-default-path-invariance.md), and an
+# optional -ConfigDir for binaries that honour ACDREAM_CONFIG_DIR.
+<#
+.SYNOPSIS
+ Campaign V self-differential pixel gate. Captures deterministic offline
+ screenshots and optionally compares them against a baseline capture.
+
+.DESCRIPTION
+ Every Campaign V renderer-port slice must prove it changed no pixels. The
+ connected lifecycle gate needs a live ACE server and the user's attention;
+ this gate needs neither. The client is launched WITHOUT ACDREAM_LIVE, so it
+ renders the world straight from the DATs, no session is created, and no ACE
+ state can be disturbed.
+
+ Coverage: terrain, terrain blending, scenery, static world meshes, sky and
+ fog, and the full retained UI (vitals, spell bar, toolbar, chat, radar).
+ It does NOT cover EnvCell interiors, particles, or the paperdoll viewport —
+ those still need the connected route, so slices touching them (V4e, V4g)
+ must additionally be gated by the user.
+
+ Determinism levers, all three forced here rather than left to the ambient
+ environment, because a capture that inherits any of them is not comparable
+ against one that did not:
+
+ * ACDREAM_DAY_GROUP -- the sky day group, so weather and the keyframe
+ do not drift between runs.
+ * ACDREAM_WORLD_TIME -- the Dereth day fraction. This moves the SUN, so
+ it moves every lit surface, not just the sky. Slice V7 measured 22.3% of
+ the frame differing between two captures 45 s apart at one stop on one
+ backend with this unpinned.
+ * ACDREAM_SKY_PHASE_SECONDS -- the cloud sheet's UV scroll, which runs on
+ wall time and is independent of the world clock by design.
+
+ ACDREAM_MSAA_SAMPLES is forced to 0 because multisample resolve positions
+ are explicitly unspecified across implementations, and at 4x they swamp
+ the threshold ninety-fold with two drivers' sample patterns. See plan
+ section 5.5.16.
+
+ A fixed warm-up lets streaming settle before the frame is captured.
+
+.PARAMETER Out
+ Directory to write this capture into. Created if absent, emptied if present.
+
+.PARAMETER Baseline
+ Optional. A directory from a previous capture. When supplied, every PNG is
+ compared against its namesake and the script fails on any mismatch.
+
+.PARAMETER WarmupMs
+ Milliseconds to let the world stream and settle before capturing. Default
+ 12000, which reliably reaches a fully populated view on the reference machine.
+
+.PARAMETER DayGroup
+ Sky day-group index to pin. Default 0.
+
+.PARAMETER Tolerance
+ Per-channel absolute difference allowed. Default 2, matching the project's
+ pinned screenshot rule.
+
+.PARAMETER MaxDifferentFraction
+ Fraction of differing pixels allowed. Default 0.001, likewise pinned.
+
+.PARAMETER WorldDayFraction
+ Dereth day fraction pinned on the launch, in [0, 1). Default 0.5 -- noon, the
+ brightest and flattest lighting the day has.
+
+.PARAMETER SkyPhaseSeconds
+ Elapsed-seconds value the sky's UV scroll is pinned to. Default 0, the cloud
+ sheet's authored origin.
+
+.PARAMETER MsaaSamples
+ MSAA sample count forced on the launch. Default 0 -- off, which is what plan
+ section 2's pixel-acceptance contract specifies. Pass -1 to leave the quality
+ preset alone.
+
+.PARAMETER MaskTopPixels
+ Height in pixels of the sky and treeline band excluded from comparison.
+ Default 280.
+
+ This is not a fudge factor, and slice V10 re-measured it rather than assuming
+ the V7 clock pins had retired it. Two captures at the SAME commit once
+ differed in 0.29% of pixels, essentially all of it in the top rows, because
+ the sky legitimately animates: clouds scroll on wall time and the Dereth
+ clock moves the sun, and therefore every lit surface. Pinning both clocks --
+ which this script now does -- shrinks that but does NOT remove it. Measured
+ at V10, two launches of the same binary with all four levers pinned:
+
+ whole frame, GL vs GL 1,011 px of 921,600 (1.10e-03)
+ whole frame, VK vs VK 482 px of 921,600 (5.23e-04)
+ top 280 masked, GL vs GL 10 px of 563,200 (1.78e-05)
+ top 280 masked, VK vs VK 8 px of 563,200 (1.42e-05)
+
+ So the band still moves between launches on both backends -- enough that an
+ unmasked self-differential on GL fails the 0.001 threshold on noise alone --
+ and everything below it is bit-stable to about ten pixels. Masking the band
+ is what makes the rest a strict identity check instead of forcing a loose
+ tolerance that would hide real regressions everywhere else.
+
+ Consequence, unchanged: this gate does NOT cover sky rendering.
+
+ Do NOT reach for a LARGER value to make a failing gate pass: plan section 7.1
+ rule 2. Its legitimate use is diagnostic -- reporting a masked/unmasked split
+ so a known, registered band (for instance AD-46's treeline) can be quantified
+ separately from the rest of the frame.
+
+.PARAMETER SkipBuild
+ Skip the Release build (use when the caller already built).
+
+.EXAMPLE
+ # Capture a baseline at the parent commit, then gate the slice:
+ git stash
+ tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-base
+ git stash pop
+ tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-head -Baseline artifacts/gate-base
+#>
+[CmdletBinding()]
+param(
+ [Parameter(Mandatory = $true)][string]$Out,
+ [string]$Baseline,
+ [int]$WarmupMs = 12000,
+ [int]$DayGroup = 0,
+ [double]$WorldDayFraction = 0.5,
+ [double]$SkyPhaseSeconds = 0,
+ [int]$MsaaSamples = 0,
+ [int]$Tolerance = 2,
+ [double]$MaxDifferentFraction = 0.001,
+ [int]$MaskTopPixels = 280,
+ [switch]$SkipBuild,
+ [Parameter(Mandatory = $true)][string]$Exe,
+ [string]$ConfigDir,
+ # Connect to the local ACE (ACDREAM_TEST_HOST/PORT/USER/PASS must already be in the
+ # environment - never written into this script). Uses the retail chase camera.
+ [switch]$Live,
+ # Character NAME to log in as. ACE orders the roster by last login, so an index is
+ # not stable across consecutive runs; a name is.
+ [string]$CharacterName = '+Acdream',
+ # Optional slash command run after entering the world (e.g. '/telepoi Holtburg'),
+ # followed by a materialization wait, before the warmup and capture.
+ [string]$PreCaptureCommand
+)
+
+$ErrorActionPreference = 'Stop'
+$repo = Split-Path -Parent $PSScriptRoot
+$exe = $Exe
+$cli = Join-Path $repo 'src\AcDream.Cli\bin\Release\net10.0\AcDream.Cli.dll'
+
+function Write-Step($message) { Write-Host "[pixel-gate] $message" }
+
+# --- 1. Build -----------------------------------------------------------------
+if (-not $SkipBuild) {
+ Write-Step 'building Release'
+ & dotnet build (Join-Path $repo 'AcDream.slnx') -c Release --nologo -v q | Out-Null
+ if ($LASTEXITCODE -ne 0) { throw "Release build failed with exit code $LASTEXITCODE." }
+}
+if (-not (Test-Path $exe)) { throw "Client not found at $exe. Build Release first." }
+
+# --- 2. Prepare the capture directory and probe script ------------------------
+if (Test-Path $Out) { Remove-Item -Recurse -Force $Out }
+New-Item -ItemType Directory -Force -Path $Out | Out-Null
+
+$probe = Join-Path $Out 'offline.probe.txt'
+# The script runner reads one command per line. A single settled capture is the
+# whole gate: a second stop would need camera movement, which offline has no
+# deterministic way to drive.
+if ($Live) {
+$tele = if ($PreCaptureCommand) { "command $PreCaptureCommand`nwait materialized 1 60000`n" } else { '' }
+Set-Content -Encoding utf8 -Path $probe -Value @"
+wait world-ready 90000
+wait world-visible 30000
+${tele}sleep $WarmupMs
+screenshot world-offline 30000
+sleep 500
+"@
+} else {
+Set-Content -Encoding utf8 -Path $probe -Value @"
+sleep $WarmupMs
+screenshot world-offline 30000
+sleep 500
+"@
+}
+
+$log = Join-Path $Out 'client.log'
+
+# --- 3. Launch offline --------------------------------------------------------
+$previousLive = $env:ACDREAM_LIVE
+if ($Live) { $env:ACDREAM_LIVE = '1' } else { Remove-Item Env:\ACDREAM_LIVE -ErrorAction SilentlyContinue }
+$env:ACDREAM_DAT_DIR = Join-Path $env:USERPROFILE "Documents\Asheron's Call"
+$env:ACDREAM_NO_AUDIO = '1'
+if ($ConfigDir) { $env:ACDREAM_CONFIG_DIR = $ConfigDir; $env:ACDREAM_DATA_DIR = (Join-Path $Out 'isolated-data'); $env:ACDREAM_CACHE_DIR = (Join-Path $Out 'isolated-cache') }
+else { Remove-Item Env:\ACDREAM_CONFIG_DIR,Env:\ACDREAM_DATA_DIR,Env:\ACDREAM_CACHE_DIR -ErrorAction SilentlyContinue }
+$env:ACDREAM_RETAIL_UI = '1'
+$env:ACDREAM_DAY_GROUP = "$DayGroup"
+$env:ACDREAM_UI_PROBE_SCRIPT = $probe
+$env:ACDREAM_AUTOMATION_ARTIFACT_DIR = $Out
+
+# The determinism pins, forced rather than inherited. See .DESCRIPTION.
+$invariant = [System.Globalization.CultureInfo]::InvariantCulture
+$env:ACDREAM_WORLD_TIME = $WorldDayFraction.ToString($invariant)
+$env:ACDREAM_SKY_PHASE_SECONDS = $SkyPhaseSeconds.ToString($invariant)
+if ($MsaaSamples -ge 0) { $env:ACDREAM_MSAA_SAMPLES = "$MsaaSamples" }
+else { Remove-Item Env:\ACDREAM_MSAA_SAMPLES -ErrorAction SilentlyContinue }
+
+Write-Step "launching offline client (warmup ${WarmupMs}ms, day group $DayGroup, day fraction $WorldDayFraction, sky phase $SkyPhaseSeconds, MSAA $MsaaSamples)"
+$launchArgs = @()
+if ($Live) {
+ $sessionConfigPath = Join-Path $Out 'graphical-session.json'
+ [ordered]@{
+ version = 1
+ sessions = @([ordered]@{
+ id = 'vm0-capture'
+ endpoint = [ordered]@{ host = $env:ACDREAM_TEST_HOST; port = [int]$env:ACDREAM_TEST_PORT }
+ account = $env:ACDREAM_TEST_USER
+ character = [ordered]@{ name = $CharacterName }
+ credential = [ordered]@{ provider = 'Environment'; reference = 'ACDREAM_TEST_PASS' }
+ })
+ } | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath $sessionConfigPath -Encoding utf8
+ $launchArgs = @('--session-config', ('"' + $sessionConfigPath + '"'))
+}
+$proc = Start-Process -FilePath $exe -ArgumentList $launchArgs -RedirectStandardOutput $log `
+ -RedirectStandardError "$log.err" -PassThru -WindowStyle Normal
+
+try {
+ $shots = Join-Path $Out 'screenshots'
+ $deadline = (Get-Date).AddMilliseconds($WarmupMs + 60000 + $(if ($Live) { 120000 } else { 0 }))
+ $captured = $false
+ while ((Get-Date) -lt $deadline) {
+ if ((Test-Path $shots) -and (Get-ChildItem $shots -Filter *.png -ErrorAction SilentlyContinue)) {
+ $captured = $true
+ break
+ }
+ if ($proc.HasExited) { break }
+ Start-Sleep -Milliseconds 1000
+ }
+
+ if (-not $captured) {
+ Write-Host (Get-Content $log -Tail 30 -ErrorAction SilentlyContinue)
+ throw 'No screenshot was captured before the deadline.'
+ }
+ # Let the probe script finish its trailing sleep so the PNG is fully flushed.
+ Start-Sleep -Milliseconds 1500
+}
+finally {
+ # Graceful close: WM_CLOSE runs the shutdown path, so the ownership ledger
+ # converges the way the lifecycle tests expect. No ACE session exists here,
+ # but keeping the habit means this script is safe to point at a live run too.
+ $app = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue
+ if ($app) {
+ $app.CloseMainWindow() | Out-Null
+ if (-not $app.WaitForExit(10000)) {
+ Write-Step 'WM_CLOSE timed out; forcing'
+ $app | Stop-Process -Force
+ }
+ }
+ Remove-Item Env:\ACDREAM_MSAA_SAMPLES -ErrorAction SilentlyContinue
+ Remove-Item Env:\ACDREAM_WORLD_TIME -ErrorAction SilentlyContinue
+ Remove-Item Env:\ACDREAM_SKY_PHASE_SECONDS -ErrorAction SilentlyContinue
+ if ($previousLive) { $env:ACDREAM_LIVE = $previousLive }
+}
+
+$captures = Get-ChildItem (Join-Path $Out 'screenshots') -Filter *.png
+Write-Step "captured $($captures.Count) screenshot(s) into $Out"
+
+# The offline window is minimised but still focusable, so a stray scroll or key
+# press from whoever is at the keyboard can move the camera mid-capture. That
+# produces two screenshots of the same scene from different camera positions —
+# a huge, entirely spurious pixel difference. This actually happened during
+# slice V4b. Detect it and fail loudly rather than let a comparison be
+# interpreted as a rendering regression.
+$cameraInput = Select-String -Path $log -Pattern 'ScrollUp|ScrollDown|ZoomIn|ZoomOut|CameraZoom' `
+ -CaseSensitive -ErrorAction SilentlyContinue
+if ($cameraInput) {
+ Write-Host ''
+ Write-Host '[pixel-gate] ABORTED: camera-affecting input reached the capture window.' -ForegroundColor Red
+ Write-Host ' The capture is not comparable. Re-run without touching the machine.' -ForegroundColor Red
+ $cameraInput | Select-Object -First 5 | ForEach-Object { Write-Host " $($_.Line)" -ForegroundColor Red }
+ exit 2
+}
+
+# --- 4. Compare against the baseline -----------------------------------------
+if (-not $Baseline) {
+ Write-Step 'no baseline supplied; capture only'
+ exit 0
+}
+
+if (-not (Test-Path $cli)) { throw "AcDream.Cli not found at $cli." }
+
+# Build the sky mask. The comparer skips any pixel whose mask alpha is non-zero,
+# so the band we exclude is opaque and everything compared is transparent.
+$maskPath = $null
+if ($MaskTopPixels -gt 0) {
+ Add-Type -AssemblyName System.Drawing
+ $probeImage = [System.Drawing.Bitmap]::FromFile($captures[0].FullName)
+ $width = $probeImage.Width
+ $height = $probeImage.Height
+ $probeImage.Dispose()
+
+ $mask = New-Object System.Drawing.Bitmap($width, $height, [System.Drawing.Imaging.PixelFormat]::Format32bppArgb)
+ $graphics = [System.Drawing.Graphics]::FromImage($mask)
+ $graphics.Clear([System.Drawing.Color]::FromArgb(0, 0, 0, 0))
+ $opaque = New-Object System.Drawing.SolidBrush ([System.Drawing.Color]::FromArgb(255, 255, 0, 255))
+ $graphics.FillRectangle($opaque, 0, 0, $width, [Math]::Min($MaskTopPixels, $height))
+ $graphics.Dispose()
+ $opaque.Dispose()
+
+ $maskPath = Join-Path $Out 'sky-mask.png'
+ $mask.Save($maskPath, [System.Drawing.Imaging.ImageFormat]::Png)
+ $mask.Dispose()
+ Write-Step "masking the top $MaskTopPixels rows (animated sky and treeline)"
+}
+
+$failed = @()
+foreach ($shot in $captures) {
+ $expected = Join-Path $Baseline "screenshots\$($shot.Name)"
+ if (-not (Test-Path $expected)) {
+ $failed += "$($shot.Name): no baseline counterpart"
+ continue
+ }
+
+ $report = Join-Path $Out "compare-$($shot.BaseName).json"
+ if ($maskPath) {
+ & dotnet $cli compare-screenshots $expected $shot.FullName $report $Tolerance $MaxDifferentFraction $maskPath | Out-Null
+ }
+ else {
+ & dotnet $cli compare-screenshots $expected $shot.FullName $report $Tolerance $MaxDifferentFraction | Out-Null
+ }
+ $verdict = Get-Content $report -Raw | ConvertFrom-Json
+
+ $fraction = $verdict.differentPixelFraction
+ if ($null -eq $fraction) { $fraction = $verdict.DifferentPixelFraction }
+ $passed = $verdict.passed
+ if ($null -eq $passed) { $passed = $verdict.Passed }
+
+ if ($passed) {
+ Write-Step "PASS $($shot.Name) (differing fraction $fraction)"
+ }
+ else {
+ $failed += "$($shot.Name): differing fraction $fraction exceeds $MaxDifferentFraction (report: $report)"
+ }
+}
+
+if ($failed.Count -gt 0) {
+ Write-Host ''
+ Write-Host '[pixel-gate] FAILED:' -ForegroundColor Red
+ $failed | ForEach-Object { Write-Host " - $_" -ForegroundColor Red }
+ exit 1
+}
+
+Write-Step 'all screenshots match the baseline'
+exit 0
diff --git a/tools/vm0/perf-run.sh b/tools/vm0/perf-run.sh
new file mode 100644
index 00000000..3c6e2ee2
--- /dev/null
+++ b/tools/vm0/perf-run.sh
@@ -0,0 +1,21 @@
+#!/usr/bin/env bash
+# Campaign VM slice VM0 production perf probe: connected, uncapped Release, NO automation
+# artifact dir (so no render-scene observer), reads the client's own [frame-prof] lines.
+# usage: perf-run.sh [slash-command]
+set -u
+name=$1; exe=$2; cfg=$3; out=$4; cmd=${5:-}
+mkdir -p "$out/$name"; log="$out/$name/client.log"; probe="$out/$name/probe.txt"
+sc="$out/$name/session.json"
+cat > "$sc" < "$probe"
+ACDREAM_DAT_DIR="$USERPROFILE/Documents/Asheron's Call" ACDREAM_CONFIG_DIR="$cfg" ACDREAM_DATA_DIR="$out/$name/data" ACDREAM_CACHE_DIR="$out/$name/cache" \
+ACDREAM_NO_AUDIO=1 ACDREAM_DAY_GROUP=0 ACDREAM_WORLD_TIME=0.5 ACDREAM_SKY_PHASE_SECONDS=0 ACDREAM_MSAA_SAMPLES=0 ACDREAM_UNCAPPED_RENDER=1 ACDREAM_FRAME_PROF=1 \
+ACDREAM_UI_PROBE_SCRIPT="$probe" "$exe" --session-config "$sc" > "$log" 2>&1 &
+pid=$!
+# wait for the probe to finish (75 s after arrival), then graceful close
+for i in $(seq 1 200); do grep -q "UI probe script complete" "$log" 2>/dev/null && break; sleep 1; done
+pwsh -NoProfile -Command '$p=Get-Process -Name AcDream.App -ErrorAction SilentlyContinue; if($p){$p.CloseMainWindow()|Out-Null; if(-not $p.WaitForExit(10000)){$p|Stop-Process -Force}}' >/dev/null
+wait $pid 2>/dev/null
+echo "== $name"; tr -d '\r' < "$log" | grep "frame-prof" | tail -8 | sed 's/^.*\[frame-prof\]/ /' | cut -c1-150