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