docs(render): record Campaign AR Stage 2 closeout

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Erik 2026-08-22 14:01:07 +02:00
parent f92479ac3e
commit e56ac57486
3 changed files with 187 additions and 31 deletions

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@ -2070,7 +2070,7 @@ Native macOS graphical support is not committed by this track. The current
mandatory renderer requires modern OpenGL capabilities beyond Apple's native
OpenGL ceiling; revisit macOS only if a supported graphics backend is chosen.
**Future / unscheduled — Campaign AR:** the opt-in [Atmospheric Rendering / Shader Packs campaign](2026-08-21-atmospheric-rendering.md) makes moving authored sun-and-moon directional shadows from trees, monsters, players, and buildings its Tier-2 headline while preserving acdream's current retail-faithful renderer as the default and leaving physics, collision, gameplay, and network behavior unchanged; the project owner assigned Campaign AR on 2026-08-22 without displacing active M4 gameplay work. The [celestial source contract](../research/2026-08-22-dereth-celestial-shadow-sources.md) selects sun, dominant moon, then secondary moon by rendered direction while retaining AC's single authored directional-energy channel; sun rays and volumetrics remain sun-only. The previously referenced #268 + TS-8 package is complete and retired. Stage 1's automated correctness, performance, lifetime, locked-restore, Release, evidence, documentation, and project-owner live gates completed on 2026-08-22 after the opt-in exposure correction. Stage 2 connected, performance, lifetime, package-lifecycle, physical-hardware, and closeout evidence is active.
**Future / unscheduled — Campaign AR:** the opt-in [Atmospheric Rendering / Shader Packs campaign](2026-08-21-atmospheric-rendering.md) makes moving authored sun-and-moon directional shadows from trees, monsters, players, and buildings its Tier-2 headline while preserving acdream's current retail-faithful renderer as the default and leaving physics, collision, gameplay, and network behavior unchanged; the project owner assigned Campaign AR on 2026-08-22 without displacing active M4 gameplay work. The [celestial source contract](../research/2026-08-22-dereth-celestial-shadow-sources.md) selects sun, dominant moon, then secondary moon by rendered direction while retaining AC's single authored directional-energy channel; sun rays and volumetrics remain sun-only. The previously referenced #268 + TS-8 package is complete and retired. Stage 1's automated correctness, performance, lifetime, locked-restore, Release, evidence, documentation, and project-owner live gates completed on 2026-08-22 after the opt-in exposure correction. The [Stage 2 connected and closeout gate](../research/2026-08-22-atmospheric-stage2-connected-gate.md) now closes every available machine-local ACE, dense A/B, long-lifetime, graphical-package, shader, Release, and complete-test row. A second-client remote-player row, unavailable physical GPU classes, and final project-owner pack-off/pack-on acceptance remain external gates; Campaign AR is not yet declared shipped.
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@ -1,13 +1,12 @@
# Campaign AR — Atmospheric Rendering / Shader Packs
**Date:** 2026-08-21
**Status:** STAGE 2 ACTIVE — the approved authored sun-and-moon shadow-source
extension and every non-physical Stage 1 correctness, performance, lifetime,
Release, evidence, and documentation gate are complete. After the live
sun/moon, source-transition, temporal-stability, desktop-performance, and
exposure correction round, the project owner accepted Stage 1 on 2026-08-22.
Stage 2 connected, lifetime, package-lifecycle, physical-hardware, and final
closeout evidence is now active.
**Status:** MACHINE-LOCAL STAGE 2 COMPLETE — the authored sun-and-moon
shadow-source extension, Stage 1 owner gate, connected ACE matrix, dense A/B,
long lifetime, graphical package lifecycle, shader, locked-restore, Release,
and complete-test gates pass. A second-client remote-player row, unavailable
physical GPU classes, and final project-owner pack-off/pack-on acceptance remain
external closeout gates; the campaign is not yet declared shipped.
**Phase id:** **Campaign AR** — assigned by the project owner on 2026-08-22
**Scheduling:** originally held for the post-M7 rendering-polish pass; the
project owner explicitly authorized implementation on 2026-08-21. This
@ -30,9 +29,10 @@ ceiling and shadow quality, completed authored sun/dominant-moon/secondary-moon
source selection, and finished every automated gate that did not require the
project owner's physical-display judgment. The owner accepted the subsequent
live visual/performance round on 2026-08-22 after the default Atmospheric
exposure was corrected from 1.0 to 0.80. Stage 2 is active and limited to the
remaining connected, lifetime, package-lifecycle, physical-hardware, evidence,
and final owner-acceptance rows; it does not add another renderer feature tier.
exposure was corrected from 1.0 to 0.80. The machine-local Stage 2 rows are now
complete. Remaining closeout is limited to a second connected remote player,
unavailable physical-hardware rows, and final owner acceptance; it does not add
another renderer feature tier.
Stage 1's dense-scene regression is pinned by the connected failures already
captured on 2026-08-22: Atmospheric fell back at 68,395, 67,581, and even
@ -489,10 +489,13 @@ Stage 1 project-owner gate:
2; it is not a substitute for Stage 2's connected scenario, long-lifetime,
package lifecycle, additional physical-GPU, or final pack-off/pack-on rows.
Stage 2 and closeout gates, now active:
Stage 2 machine-local closeout result (2026-08-22):
1. Execute the already-implemented connected graphical route and complete its
remaining matrix: moving local/remote players, known monster encounters
The exact commands, commits, metrics, artifacts, and evidence limits are in the
[Stage 2 connected and closeout report](../research/2026-08-22-atmospheric-stage2-connected-gate.md).
1. **PASS, except the external second-client row.** The connected graphical
route covered moving local players, known monster encounters
reported under the authoritative `NonPlayerCreatures` category, and equipped
children; landblock publication/demotion; clear, overcast and rain;
outdoor/interior/dungeon transitions; portal travel and reconnect. Capture
@ -500,25 +503,26 @@ Stage 2 and closeout gates, now active:
transitions and weather, and
fresh-process renderer/context/device-recreation assertions against a real
ACE session, proving exact resource convergence and no stale maps/owners.
The local recording/device-recreation semantics are closed; this connected
execution and its user-visible evidence are not.
2. Repeat the now-current clean-source RX 9070 XT
Remote-player diagnostics remained zero because only one account/client was
available; a second connected client must close that evidence row.
2. **EXTERNAL HARDWARE GATE.** Repeat the current clean-source RX 9070 XT
pack-off/Low/Medium/High/Auto × 1080p/1440p/4K × capped/uncapped matrix on
every other supported physical GPU class. The integrated-AMD Auto-to-retail
artifact proves weak-adapter safe fallback only; it does not prove active Low
or the complete matrix on that adapter. Automated weak-GPU fixtures, one
fallback row, and one high-end reference adapter do not prove the remaining
physical rows.
3. Complete the visual matrix for Tier-1 neutral values and private-view/UI
3. **FINAL OWNER GATE.** Complete the visual matrix for Tier-1 neutral values and private-view/UI
isolation; rays at dawn/noon/dusk, behind-camera and occluded states;
foliage cutouts; moving animated shadows under sun and moon; indoor gating;
source-transition continuity; temporal pixelation/shimmer; bias/cascade seam
review; sun-only volumetric weather/occluder behavior; and pack-off
restoration.
4. Exercise external install/select/update/remove/fail/recover flows in the
graphical host, then complete the long lifetime run. Automated SDK and
lifecycle fixtures do not replace this connected evidence.
5. Obtain explicit project-owner acceptance of the final pack-off and pack-on
4. **PASS.** External install/select/update/remove/fail/recover flows passed in
six fresh connected graphical processes. The nine-stop Medium lifetime route
passed with graceful shutdown, as did the deterministic 12-cycle and
fresh-device convergence fixtures.
5. **FINAL OWNER GATE.** Obtain explicit project-owner acceptance of the final pack-off and pack-on
visual/performance matrix before changing this document to shipped.
### Slice 0 — Contract, capability probe, and acdream-default no-op
@ -601,7 +605,8 @@ creatures, other live dynamics, and equipped children without inventing tree
or hostile-monster identity. Fixed-camera morning/afternoon artifacts are not
moon evidence; the live-gate result and its exact boundary are recorded in the
[Stage 1 live-gate report](../research/2026-08-22-atmospheric-stage1-live-gate.md).
Stage 2 connected and closeout acceptance is active.
The machine-local Stage 2 connected and closeout matrix passes. The external
second-client, additional-GPU, and final owner rows above remain open.
This is the campaign's headline slice. Add camera-relative cascades, opaque
and alpha-cutout caster variants, animated SSBO transforms, shadow receivers,
@ -678,9 +683,10 @@ the Tier-2+ budget.
gate passed on 2026-08-22. The v1
manifest schema, semantic binding table, compatibility/failure guide,
validator, built-in pack, and three buildable external samples are present and
automated. Connected graphical package lifecycle, long-run convergence, the
remaining physical GPU classes, and project-owner acceptance remain open; the
30-row RX 9070 XT reference matrix is complete.
automated. Connected graphical package lifecycle and long-run convergence pass.
The second-client remote-player row, remaining physical GPU classes, and final
project-owner acceptance remain open; the 30-row RX 9070 XT reference matrix is
complete.
Publish the manifest/schema, semantic binding table, sample no-op pack,
Atmospheric pack, compatibility diagnostics, authoring/validation tool, and
@ -917,11 +923,12 @@ and adds the current renderer's ownership and lifecycle boundaries.
## Completion gate
The design, Stage 1 implementation, automated validation, and project-owner
live gate are complete. Stage 2 and closeout are active. The campaign becomes
**shipped** only after the subsequent
connected, full physical-hardware, lifetime, and visual gates above pass and
the project owner accepts both sides of the final matrix:
The design, implementation, Stage 1 owner gate, and every available
machine-local Stage 2 connected, performance, lifetime, package, shader, build,
and complete-test gate are complete. The campaign becomes **shipped** only
after the second-client remote-player row, remaining physical-hardware rows,
and final visual gates above pass and the project owner accepts both sides of
the final matrix:
- **pack off:** unchanged output, performance, ownership, and lifecycle from
acdream's authoritative default retail-faithful renderer; and