research(vm0): Campaign AR's pack-off path IS the pre-campaign renderer - PASS
Exact-pixel and production-perf comparison of6c79d35c(+ only the A2 normal files, so no terrain mask is needed) againstc51b07efwith no pack: connected as +Acdream, visible window, one isolated config clone per variant, pinned clocks. Open field: the only differences are idle pose, mana digits and a passing flyer. Holtburg: same-binary-twice defines the dynamic mask (9.8%); in the static 90% both self-diffs have ZERO pixels with |d|>=8 while base+normals vs HEAD-off has 841/729 - all streaks inside the animated lifestone. Buildings, ground, trees, sky and UI are clean. Perf (uncapped Release, no automation observer, ACDREAM_FRAME_PROF=1): Holtburg CPU p50 4.7 -> 4.1 ms, Arwic 6.0 -> 5.2 ms, GPU unchanged, alloc/frame 574 KB -> 21 KB. No regression; F5b's '27.8 ms retail CPU' was the observer. Three false alarms recorded so nobody repeats them: the isolated gate settings lack fieldOfView (90 vs the real 86.33 -> a 0.952 zoom); the real %APPDATA% settings still selected acdream.atmospheric/low (pack ON); a minimized GLFW window is throttled and never settles. Tools: tools/vm0/capture-visible.ps1 (pre-campaign gate + -Exe/-Live/ -ConfigDir/-CharacterName/-PreCaptureCommand), tools/vm0/perf-run.sh, and -BuildingDetailTextures on run-offline-pixel-gate.ps1. Baseline patches under docs/research/evidence/vm0/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -76,7 +76,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level.
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| Slice | Closes | Gate |
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|---|---|---|
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| VM0 | F1 — default-path invariance | automated + Fable report |
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| VM0 | F1 — default-path invariance | **CLOSED 2026-08-22 — PASS**; [report](../research/2026-08-22-vm0-default-path-invariance.md) |
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| VM1 | F2 — invented detail fade | automated |
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| 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) |
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| VM3 | F4 — linear-light post stack | automated + **owner visual** |
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@ -85,7 +85,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level.
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| VM6 | Foliage wind | automated + **owner visual** |
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| VM7 | Closeout: full gates, register, roadmap, merge | **owner** |
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Order is VM2 (done) → VM0 → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured
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Order is VM2 (done) → VM0 (done) → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured
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against the baseline it establishes.
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---
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@ -126,6 +126,8 @@ performance against `6c79d35c`.
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6. Add the masked comparison as a repeatable tool mode
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(`-Baseline … -TerrainMask`) so VM3/VM6 can re-run it.
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**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).
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**Acceptance:** the two pixel assertions in step 4 hold; the perf A/B shows
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no default-path regression; the Fable report records the exact commands,
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commits and artifact paths. If a regression is found, it is fixed here and
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119
docs/research/2026-08-22-vm0-default-path-invariance.md
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119
docs/research/2026-08-22-vm0-default-path-invariance.md
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@ -0,0 +1,119 @@
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# VM0 — is Campaign AR's pack-off path the pre-campaign renderer?
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**Date:** 2026-08-22 · **Campaign:** VM slice VM0 · **Status:** CLOSED — PASS
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**Question:** with no render pack selected, does `c51b07ef` (Campaign AR) draw
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the same pixels and cost the same as `6c79d35c` (pre-campaign main), outside
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the two intended parity changes (A2 terrain normals, #226 building detail)?
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**Answer:** yes, to the measured noise floor — and the pack-off path is
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faster and allocates less.
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## Binaries
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| Name | Source | Notes |
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|---|---|---|
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| `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 |
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| `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 |
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| `HEAD` | `c51b07ef` | `BuildingDetailTextures` off and on |
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All Release. Worktrees `.claude/worktrees/vm0-base` and `vm0-base-normals`
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were throwaway; the two patches reproduce them.
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## Method that finally worked (and the three that did not)
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Every run: connected to the local ACE as `+Acdream` (name-selected via
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`--session-config`; ACE reorders the roster by last login, so an index is not
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stable), **visible normal window** (the product condition), one **isolated
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config clone** per variant under `artifacts/vm0/cfg-*` with
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`renderPack = retail/off`, pinned `ACDREAM_DAY_GROUP=0`,
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`ACDREAM_WORLD_TIME=0.5`, `ACDREAM_SKY_PHASE_SECONDS=0`, `ACDREAM_MSAA_SAMPLES=0`,
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1280×720, 12 s settle, one screenshot. Helper:
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`tools/vm0/capture-visible.ps1` (the `6c79d35c` pixel-gate script with `-Exe`,
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`-Live`, `-ConfigDir`, `-CharacterName`, `-PreCaptureCommand`).
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Three earlier attempts produced 88–91 % pixel differences that were **all
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configuration, none renderer** — recorded so nobody repeats them:
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1. **Hidden-window captures vs old-tool captures differed by a 0.952 zoom.**
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HEAD's gate writes an isolated `settings.json` with no `fieldOfView`, so
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HEAD rendered at the default 90° gameFOV while the old binary read the real
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file's `86.33°`. Not a renderer change. Consequence: captures from the new
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`run-offline-pixel-gate.ps1` and from the pre-campaign tool are **not
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comparable** to each other; each tool is self-consistent.
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2. **Connected HEAD frames were brighter with tree shadows.** The real Roaming
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`settings.json` still held `renderPack = acdream.atmospheric/low` from the
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owner's live gate — the pack was ON. (The reviewer had been reading and
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editing a stale `%LOCALAPPDATA%\acdream\settings.json`; the client's
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Windows config root is `%APPDATA%\acdream`.) Every HEAD run must pin the
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selection explicitly.
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3. **A minimized HEAD window rendered brighter than hidden/visible.** Windows
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throttles an iconified GLFW surface; the 12 s settle had not completed.
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Minimized is not a product condition and is not used.
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## Pixel results
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Exact per-pixel comparison (`max |ΔRGB|`), no tolerance.
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**Open field (logout spot, 60.7S 89.1W, few dynamics):**
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| Pair | px differing | notes |
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|---|---|---|
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| base vs base+normals (A2 only) | 12.7 %, mean Δ 1.5 | terrain shading, low amplitude |
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| **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`) |
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| HEAD-off vs HEAD-on (detail) | 3.3 % | no buildings in view; same noise class |
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**Holtburg (`/telepoi Holtburg`, buildings, NPCs, animated lifestone):**
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the same binary twice differs in 25–35 % of pixels by ±1–7 (sun/time
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sub-steps), so a raw count is meaningless. Pixels with |Δ| ≥ 8 between two
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logins of the *same* binary define the dynamic mask (lifestone, NPCs, particle
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emitter, radar blips, digits; 9.8 % of the frame after a 6 px dilation). In
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the remaining 90.2 %:
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| Pair | |Δ| ≥ 8 px in static region | max |
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|---|---|---|
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| base+normals self (two logins) | **0** | 7 |
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| HEAD-off self (two logins) | **0** | 7 |
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| **base+normals vs HEAD-off (KEY, run 1)** | **841 (0.10 %)** | 128 |
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| **base+normals vs HEAD-off (KEY, run 2)** | **729 (0.09 %)** | 128 |
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| base vs base+normals (A2 only) | 7,884 (0.95 %) | 212 |
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| HEAD-off vs HEAD-on (detail) | 513 (0.06 %) | 255 |
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The 841/729 KEY pixels are streaks inside the animated lifestone crystal that
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escaped the mask dilation (`evidence/vm0/holtburg-KEY-static-strong-diff.png`);
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buildings, roofs, ground, trees, sky and every UI element are clean. The A2
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row is the expected shading change on terrain. The detail row is below the
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threshold on building shells because the fallback blend's mean factor is
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1.033 (+3 %); VM1's single-pass re-port (−10 %) will make it measurable.
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Evidence: `docs/research/evidence/vm0/*.png`, full captures under
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`artifacts/vm0/` (not committed).
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## Production performance (no observer)
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`tools/vm0/perf-run.sh`: connected, **uncapped Release**, no
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`ACDREAM_AUTOMATION_ARTIFACT_DIR` (so no render-scene observer),
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`ACDREAM_FRAME_PROF=1`, same isolated config, 75 s at each spot; last six
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5-second `[frame-prof]` windows (`evidence/vm0/perf-frame-prof.txt`):
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| Spot | Binary | CPU p50 / p95 / p99 | GPU p50 / p95 | alloc KB/frame | Gen0 per 5 s |
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|---|---|---|---|---|---|
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| Holtburg | base | 4.7 / 5.1 / 5.5 ms | 0.4 / 0.5 | 574 | 12–13 |
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| Holtburg | **HEAD off** | **4.1 / 4.4 / 4.8 ms** | 0.4 / 0.5 | **21** | 0–1 |
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| Arwic (dense) | base | 6.0 / 6.5 / 7.0 ms | 0.7 / 0.8 | 582 | 10 |
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| Arwic (dense) | **HEAD off** | **5.2 / 5.6 / 6.1 ms** | 0.7 / 0.9 | **29** | 0–1 |
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No regression. The pack-off path is ~13 % cheaper on CPU with ~25× less
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managed allocation per frame; GPU unchanged. This also settles review F5b:
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the "27.8 ms retail-path CPU" in the Stage-2 connected report was the
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automation observer, not the product.
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## Verdict
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VM0 PASSES. Campaign AR's default path is the pre-campaign renderer plus the
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two declared parity changes. The F1 blocker is cleared.
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## Carried forward
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- The new pixel gate's isolated settings should carry `fieldOfView` (and
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`gamma`) so its captures mean the same as the product's — filed for VM7's
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tool tidy; not a renderer issue.
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- `run-offline-pixel-gate.ps1` gained `-BuildingDetailTextures` (VM0).
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31
docs/research/evidence/vm0/baseline-configdir.patch
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31
docs/research/evidence/vm0/baseline-configdir.patch
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@ -0,0 +1,31 @@
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diff --git a/src/AcDream.Platform/ApplicationPathSet.cs b/src/AcDream.Platform/ApplicationPathSet.cs
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index a6743ad1..76e3a1f5 100644
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--- a/src/AcDream.Platform/ApplicationPathSet.cs
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+++ b/src/AcDream.Platform/ApplicationPathSet.cs
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@@ -72,6 +72,16 @@ public sealed record ApplicationPathSet(
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{
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platform ??= ApplicationPathEnvironment.Instance;
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+ // Explicit method/CLI arguments remain authoritative. The environment
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+ // seam lets graphical automation and portable installations isolate
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+ // all mutable user state without rewriting the real user's settings.
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+ configDirectory ??= NonEmpty(
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+ platform.GetEnvironmentVariable("ACDREAM_CONFIG_DIR"));
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+ dataDirectory ??= NonEmpty(
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+ platform.GetEnvironmentVariable("ACDREAM_DATA_DIR"));
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+ cacheDirectory ??= NonEmpty(
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+ platform.GetEnvironmentVariable("ACDREAM_CACHE_DIR"));
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+
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string config;
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string data;
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string cache;
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@@ -140,6 +150,9 @@ public sealed record ApplicationPathSet(
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return Path.Combine(root, leaf);
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}
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+ private static string? NonEmpty(string? value) =>
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+ string.IsNullOrWhiteSpace(value) ? null : value;
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+
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private static string RequireFolder(
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IApplicationPathEnvironment platform,
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Environment.SpecialFolder folder)
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149
docs/research/evidence/vm0/baseline-normals.patch
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149
docs/research/evidence/vm0/baseline-normals.patch
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@ -0,0 +1,149 @@
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diff --git a/src/AcDream.Core/Terrain/LandblockMesh.cs b/src/AcDream.Core/Terrain/LandblockMesh.cs
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index 81e67249..e3a09fca 100644
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--- a/src/AcDream.Core/Terrain/LandblockMesh.cs
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+++ b/src/AcDream.Core/Terrain/LandblockMesh.cs
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@@ -56,27 +56,21 @@ public static class LandblockMesh
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throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
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// Pre-sample all 81 heights into a 2D array (x-major indexing). This
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- // doubles as the source for per-vertex normals via central differences
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- // (Phase 3b lighting, preserved through the per-cell refactor).
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+ // is also the source for retail's topology-aware vertex normals.
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var heights = new float[HeightmapSide, HeightmapSide];
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for (int x = 0; x < HeightmapSide; x++)
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for (int y = 0; y < HeightmapSide; y++)
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heights[x, y] = heightTable[block.Height[x * HeightmapSide + y]];
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- // Pre-compute all 81 vertex normals so the inner cell loop is a pure
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- // lookup. Central differences on the heightmap → smooth normal field.
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- var normals = new Vector3[HeightmapSide, HeightmapSide];
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- for (int x = 0; x < HeightmapSide; x++)
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- for (int y = 0; y < HeightmapSide; y++)
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- {
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- int xL = Math.Max(x - 1, 0);
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- int xR = Math.Min(x + 1, HeightmapSide - 1);
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- int yD = Math.Max(y - 1, 0);
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- int yU = Math.Min(y + 1, HeightmapSide - 1);
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- float dx = (heights[xR, y] - heights[xL, y]) / ((xR - xL) * CellSize);
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- float dy = (heights[x, yU] - heights[x, yD]) / ((yU - yD) * CellSize);
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- normals[x, y] = Vector3.Normalize(new Vector3(-dx, -dy, 1f));
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- }
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+ // Retail CLandBlockStruct::calc_lighting accumulates the normalized
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+ // plane normal of every incident terrain polygon at each of the 81
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+ // shared height-sample vertices, then normalizes the sum. Use the same
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+ // split hash and triangle topology as the emitted mesh; this changes
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+ // lighting only, never positions, indices, or the collision surface.
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+ var normals = BuildRetailVertexNormals(
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+ heights,
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+ landblockX,
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+ landblockY);
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var vertices = new TerrainVertex[VerticesPerLandblock];
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var indices = new uint[VerticesPerLandblock]; // 1 index per vertex (no deduplication)
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@@ -173,6 +167,85 @@ public static class LandblockMesh
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return new LandblockMeshData(vertices, indices);
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}
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+ private static Vector3[,] BuildRetailVertexNormals(
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+ float[,] heights,
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+ uint landblockX,
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+ uint landblockY)
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+ {
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+ var normalSums = new Vector3[HeightmapSide, HeightmapSide];
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+
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+ for (int cy = 0; cy < CellsPerSide; cy++)
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+ {
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+ for (int cx = 0; cx < CellsPerSide; cx++)
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+ {
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+ var posBL = new Vector3( cx * CellSize, cy * CellSize, heights[cx, cy ]);
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+ var posBR = new Vector3((cx + 1) * CellSize, cy * CellSize, heights[cx + 1, cy ]);
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+ var posTR = new Vector3((cx + 1) * CellSize, (cy + 1) * CellSize, heights[cx + 1, cy + 1]);
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+ var posTL = new Vector3( cx * CellSize, (cy + 1) * CellSize, heights[cx, cy + 1]);
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+
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+ var split = TerrainBlending.CalculateSplitDirection(
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+ landblockX, (uint)cx, landblockY, (uint)cy);
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+
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+ if (split == CellSplitDirection.SWtoNE)
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+ {
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+ AccumulateFaceNormal(
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+ normalSums,
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+ posBL, cx, cy,
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+ posBR, cx + 1, cy,
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+ posTR, cx + 1, cy + 1);
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+ AccumulateFaceNormal(
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+ normalSums,
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+ posBL, cx, cy,
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+ posTR, cx + 1, cy + 1,
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+ posTL, cx, cy + 1);
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+ }
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+ else
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+ {
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+ AccumulateFaceNormal(
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+ normalSums,
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+ posBL, cx, cy,
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+ posBR, cx + 1, cy,
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+ posTL, cx, cy + 1);
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+ AccumulateFaceNormal(
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+ normalSums,
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+ posBR, cx + 1, cy,
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+ posTR, cx + 1, cy + 1,
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+ posTL, cx, cy + 1);
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+ }
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+ }
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+ }
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+
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+ var normals = new Vector3[HeightmapSide, HeightmapSide];
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+ for (int x = 0; x < HeightmapSide; x++)
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+ {
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+ for (int y = 0; y < HeightmapSide; y++)
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+ {
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+ Vector3 sum = normalSums[x, y];
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+ normals[x, y] = sum.LengthSquared() > 0f
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+ ? Vector3.Normalize(sum)
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+ : Vector3.UnitZ;
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+ }
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+ }
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+
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+ return normals;
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+ }
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+
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+ private static void AccumulateFaceNormal(
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+ Vector3[,] normalSums,
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+ Vector3 p0, int x0, int y0,
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+ Vector3 p1, int x1, int y1,
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+ Vector3 p2, int x2, int y2)
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+ {
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+ Vector3 cross = Vector3.Cross(p1 - p0, p2 - p0);
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+ if (cross.LengthSquared() <= 0f)
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+ return;
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+
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+ Vector3 faceNormal = Vector3.Normalize(cross);
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+ normalSums[x0, y0] += faceNormal;
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+ normalSums[x1, y1] += faceNormal;
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+ normalSums[x2, y2] += faceNormal;
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+ }
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+
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private static void WriteCell(
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TerrainVertex[] verts, ref int vi,
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uint d0, uint d1, uint d2, uint d3,
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diff --git a/src/AcDream.Core/Terrain/TerrainVertex.cs b/src/AcDream.Core/Terrain/TerrainVertex.cs
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index a031e837..69775c23 100644
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--- a/src/AcDream.Core/Terrain/TerrainVertex.cs
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+++ b/src/AcDream.Core/Terrain/TerrainVertex.cs
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@@ -11,11 +11,11 @@ namespace AcDream.Core.Terrain;
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/// which of the 4 cell corners a given vertex represents from
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/// <c>gl_VertexID % 6</c> plus the split direction bit.
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///
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-/// Normal is stored per vertex via Phase 3b's central-difference scheme on
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-/// the 9×9 heightmap — this lets the fragment shader interpolate a smooth
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-/// normal across triangles (softer than WorldBuilder's <c>dFdx</c>/<c>dFdy</c>
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-/// flat-shaded approach). UVs are derived from the corner index in the
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-/// vertex shader — not stored here.
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+/// Normal is stored per vertex using retail's terrain-lighting rule: each
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+/// shared height-sample vertex receives the normalized plane normals of its
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+/// incident, split-aware terrain triangles and normalizes their sum. The
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+/// fragment shader interpolates that smooth result across triangles. UVs are
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+/// derived from the corner index in the vertex shader — not stored here.
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///
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/// Size: 12 (position) + 12 (normal) + 4*4 (Data0..3) = 40 bytes.
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/// </summary>
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31
docs/research/evidence/vm0/compare-offline.py
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31
docs/research/evidence/vm0/compare-offline.py
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|
|
@ -0,0 +1,31 @@
|
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import sys, numpy as np
|
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from PIL import Image
|
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root = r"artifacts/vm0"
|
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def load(n): return np.asarray(Image.open(f"{root}/{n}/screenshots/world-offline.png").convert("RGB")).astype(np.int16)
|
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def cmp(a, b, name, maskTop=0):
|
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A, B = load(a), load(b)
|
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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)
|
||||
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docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png
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docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png
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4
docs/research/evidence/vm0/perf-frame-prof.txt
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4
docs/research/evidence/vm0/perf-frame-prof.txt
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|
|
@ -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;
|
||||
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