From 8463d64311d0213f84e6ed7a841bd8b9da083a94 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 13 Aug 2026 17:29:28 +0200 Subject: [PATCH] =?UTF-8?q?docs:=20display-block=20gate=20script=20skeleto?= =?UTF-8?q?n=20=E2=80=94=20=C2=A7D1/=C2=A7D2=20testable=20now,=20=C2=A7D3-?= =?UTF-8?q?=C2=A7D6=20pend=20their=20slices?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- .../2026-08-13-display-block-test-script.md | 66 +++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 docs/research/2026-08-13-display-block-test-script.md diff --git a/docs/research/2026-08-13-display-block-test-script.md b/docs/research/2026-08-13-display-block-test-script.md new file mode 100644 index 00000000..1ff43083 --- /dev/null +++ b/docs/research/2026-08-13-display-block-test-script.md @@ -0,0 +1,66 @@ +# Display & resolution block — connected-gate test script + +**Status: slices D1 (#389 FOV) and D2 (#391 curated list) are LANDED and +testable now; D3 (#390 UI reposition) and D4–D6 (fullscreen family +#377/#376/#388) fill in as they land.** Launch with `ACDREAM_RETAIL_UI=1` +against local ACE, **Release** build for anything you judge by feel or +frame rate. The resize/display chain logs evidence permanently — after any +step you can cross-check `display: resolution pick`, `window: framebuffer +resize event`, and `vulkan: swapchain recreated` lines in the launch log. + +--- + +## §D1 — Widescreen FOV feel (#389, SmartboxFOV) + +The world camera now uses retail's law: your horizontal view stays roughly +constant (~84° at 16:9) and wide screens trim the vertical slice instead of +bloating the sides. Your stored Field of View migrates 60 → 90 (the retail +default) on first load. + +1. **Just look at the world** on your 16:9 window at your usual spot + (Holtburg outdoors is ideal). Compared to yesterday: the view should + feel slightly more "zoomed"/framed — retail's framing — rather than the + old wide-angle look. If you have retail side-by-side, the framing should + now match it at the same window shape. +2. **Resize the window across shapes** (drag it narrow, then wide). The + world must stay geometrically true at every shape — no squish, no + stretch, circles stay circles (pre-#389, mid-session resizes distorted + the world in chase mode; that bug is dead). +3. **F11 → Config → Field of View slider.** It now means retail's gameFOV + in degrees (10–160, default 90) and applies LIVE as you drag — + the world widens/narrows immediately, no restart. Defaults restores 90. +4. Set it back to 90 when done (or click Defaults). + +## §D2 — Curated resolution list (#391) + +1. **F11 → Config → Resolution dropdown.** The list is now your monitor's + real modes, modern widescreen only: no 800x600, no 1024x768, nothing + your 2560x1440 desktop can't host (no 3840x2160 entry). Expect roughly: + 1280x720 / 1366x768 / 1600x900 / 1920x1080 / 2560x1440 — exactly what + your monitor reports, one entry per size. +2. **Pick a few.** Every pick must land exactly (window resizes AND + re-renders crisp — §the #387 chain), including 2560x1440. +3. **Click Defaults.** The Resolution row restores **2560x1440** (your + desktop's own mode — the deliberate replacement for retail's 800x600 + default; register row IA-22), and the dropdown shows it selected. + +## §D3 — UI windows stay reachable on downscale (#390) — PENDING SLICE + +*(To be filled in when the retail reposition mechanism lands. The test +shape will be: park panels near the right/bottom edges at 2560x1440, pick +1280x720, and confirm every window is still reachable per retail's rule.)* + +## §D4–§D6 — Fullscreen family (#377/#376/#388) — PENDING SLICES + +*(To be filled in when the fullscreen slices land. Will include: fullscreen +on/off via the Config checkbox, resolution picks while fullscreen becoming +REAL display-mode switches — **[BLACK-SCREEN RISK]** steps will be flagged: +have Alt+F4 / the physical power of patience ready — and the #388 crash +scenario surviving: a fullscreen-state settings apply must never take the +client down.)* + +--- + +**Carried context for the gate:** the FPS cost of large windows is real +physics (more pixels = more GPU work) — judge frame rate in Release only. +The title bar shows live FPS.