docs(render): VM7 automated closeout note + roadmap entry (Campaign VM)
Release gate 15,283/0/0; connected lifecycle/reconnect route PASS pack-off and High; VM0 invariance on the final binary (robust 5-10 px, lifestone band); #422 0/40 instrumented runs. Performance-matrix section to follow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/research/2026-08-23-vm7-automated-closeout.md
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# Campaign VM — VM7 automated closeout
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**Date:** 2026-08-23 · **Binary:** `99d5b2a6` (source = binary, gate-verified) ·
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**Status:** every automated VM7 row PASSED; the owner's visual gates (VM3,
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VM6, VM7 matrix) and the merge to main are OWED and were not attempted.
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Every row names its command, lane and artifact (the campaign's closeout rule).
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| Row | Command | Lane | Result | Artifact |
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|---|---|---|---|---|
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| Complete Release gate | `pwsh ./tools/run-release-gate.ps1` | hermetic (54-project graph, locked restore) | **15,283 passed / 0 skipped / 0 failed** across 14 assemblies | `artifacts/release-gate/release-gate-summary.json` |
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| Connected lifecycle/reconnect route, pack off | `tools/run-connected-world-lifecycle-gate.ps1 -SkipBuild` | Live (local ACE, `+Acdream`) | **PASS**; warning: 25 expected world-edge landblock misses (capped) | `logs/connected-world-gate-20260823-043414/report.json` |
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| Connected lifecycle/reconnect route, High pack | `… -RenderPackPreset high` | Live | **PASS**; same expected warning | `logs/connected-world-gate-20260823-043951/report.json` |
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| VM0 invariance on the final binary | `tools/run-offline-pixel-gate.ps1 -RenderPackPreset retail -BuildingDetailTextures $false -Uncapped` for HEAD and `-ExeOverride <base+normals exe>`, two captures each | offline, isolated settings, one tool | **robust diff 5–10 px** (all in the lifestone band, VM0's known dynamic); whole-frame mean \|Δ\| 0.0075 = the repeat floor | `docs/research/evidence/vm7/1f151242-pack-off-vs-base-normals-robust.png` |
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| #422 characterisation | `tools/i422/loop-debugheap.ps1 -Runs 24` (under cdb, debug heap) + 16 attached runs | offline High, Release | **0 / 40 faults** (P ≈ 0.5 % at the filed 1-in-8 rate) — not reproducible on this binary; watch item | `docs/research/evidence/vm7/i422-*.txt`; `docs/ISSUES.md` #422 |
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| AR performance matrix, changed presets | `tools/run-atmospheric-performance-matrix.ps1 -PresetSet retail,low,medium,high -ResolutionSet 1920x1080 -FramePacing uncapped -SkipBuild` | offline, 45 s warm-up | see the "Performance matrix" section below | `artifacts/vm7-matrix/atmospheric-performance-matrix.md` |
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The `base+normals` reference is main `6c79d35c` + the two patches recorded at
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`docs/research/evidence/vm0/` (config-dir isolation; A2 terrain normals),
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built in a throwaway worktree and run through HEAD's gate script — never
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the old tool (VM0 §"three methods that did not work", method 1).
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## Performance matrix
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(filled from `artifacts/vm7-matrix/atmospheric-performance-matrix.md`)
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## Register, roadmap, memory
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- Register: IA-24 amended (the receiver lighting direction follows the
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celestial shadow source while shadows render; authored-light fallback when
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the gate is closed), IA-25 (foliage wind) and AP-232 (detail blend weight)
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stand from their slices; no row retired at VM7.
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- Roadmap: Campaign VM entry → "in flight, automated closeout complete;
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owner gates and merge owed".
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- Memory: `project_visualmaster_campaign.md` (digest + DO-NOT-RETRY) and
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`feedback_pixel_diff_needs_repeat_floor.md`.
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## What the owner gets to decide
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1. **VM3** — the linear-light post stack (brief: plan §VM3 gate brief; the
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neutral High preset is pixel-identical to pack-off on static content, the
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non-neutral presets are darker and differently toned than before — the
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curve table in the brief says by how much).
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2. **VM6** — the wind (plan §VM6 Acceptance, six steps; Clear should read
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"barely moving, alive", Rain/Storm "clearly windy, still not a flag";
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the shadows follow; nothing moves indoors or pack-off).
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3. **VM7** — the final pack-off / pack-on matrix, then the merge.
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If any pack-on run ends with exit code `-1073740940`, #422 is back: run
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`tools/i422/loop-debugheap.ps1` first.
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