acdream/docs/research/2026-08-22-atmospheric-stage1-live-gate.md

2.4 KiB

Campaign AR Stage 1 live gate

Date: 2026-08-22 Verdict: PASS — project-owner accepted; Stage 2 authorized

Scope

This is the physical-display and desktop-performance stop that followed the Stage 1 automated gate. It records the project owner's live acceptance of the opt-in Atmospheric pack; it is not final Campaign AR acceptance.

The owner exercised the Vulkan client against the local ACE server through the Stage 1 correction rounds: visible authored sun and moon shadows, selection and configuration persistence, temporal texture/shadow shimmer, frame pacing and desktop responsiveness, world selection, fullscreen, and final exposure. After the exposure correction the owner reported “Looks good!” and directed the campaign to synchronize with main and proceed autonomously through Stage 2.

The opt-in Atmospheric exposure changed from 1.00 to 0.80. The retail renderer remains the default and authoritative path. Physics, collision, gameplay, and network behavior are unchanged.

Matched exposure evidence

The final comparison pinned time, day group, sky, weather, MSAA, route, and camera framing. Its five screenshots and machine-readable metadata are under artifacts/atmospheric-rendering/live-exposure-comparison-exposure080-20260822-125033/.

Scene/preset Retail mean luminance Atmospheric mean luminance Delta Atmospheric p95 delta Saturation delta Clipped pixels
Outdoor / High 0.1090 0.1003 -8.0% +6.8% +29.8% 0%
Interior / High 0.2711 0.2813 +3.8% -3.5% +5.2% 0%
Outdoor / Low 0.1090 0.1011 -7.2% +8.4% +30.1% 0%

Before the correction, Atmospheric High measured +19.6% outdoors and +24.5% indoors. The 0.80 correction removes that overexposure without clipping. The final outdoor Atmospheric High capture reports 6,613 shadow casters, four cascades, 95,260,912 resident GPU bytes, and 285 performance samples.

Acceptance boundary

This gate does not fabricate evidence for a second connected remote player, portal/reconnect or device-recreation lifecycle, external package flows, long-run convergence, or unavailable physical GPU classes. Those remain Stage 2/closeout rows, followed by the final project-owner acceptance gate.