re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are the SAME artwork at two resolutions, which is exactly why comparing either against a capture is inconclusive -- and why comparing their DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX has, and ask whether the capture contains it. Both candidates are first mapped into the capture's tone domain with the measured gamma; without that the residual is dominated by the tone difference and the test is blind. main menu corr +0.0475 controls +0.0032 shift, -0.0075 flip 68% of ceiling title corr +0.0634 controls +0.0095 shift, +0.0086 flip 68% of ceiling Two independent screens, both at 68% of the theoretical ceiling (sd of the 8AX-only detail over sd of the capture residual), 7-15x their matched controls. The controls preserve spatial correlation and destroy only alignment, so they are what "no signal" looks like. So the recommendation changes: resolve the name and draw 8AX at 1:1. Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both -- an opaque layer over an identical one costs fill and hides later changes, and ptbase's element is the one carrying the keyframes, so a consumer needs its timing with 8AX's pixels. Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for upscales, 0.98 native and 1.01 for the capture -- apparently decisive. Additive noise raises both terms of that ratio equally and drives any value toward 1; fitting a noise term, both "native + noise" and "bilinear + noise" reproduce the observed numbers. The conclusion is right, that test does not establish it, and it is in REFUTED because the number looks conclusive and is not. Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque and carries the same art, so it would hide it either way.
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@@ -68,17 +68,56 @@ Resolving `pteff05 → 8AX` and drawing it *in addition to* `ptbase` would
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one. It would not be visible as a doubling, which is worse: it would silently
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cost fill and hide any future change to either layer.
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🟡 **The free win, if a port wants it:** use `8AX` at 1:1 and *drop* `ptbase`,
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rather than upscaling a 640×360 copy 2×. That is a sharper background from a
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texture already in the bundle. Not done here — it is a rendering choice, and
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`ptbase`'s element carries the keyframes.
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✅ **And that is now the recommendation, not just an option:** use `8AX` at 1:1.
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The detail test above says the game's background carries 8AX's full-resolution
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detail, so upscaling the 640×360 `ptbase` 2× is *wrong*, not merely softer.
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⚠️ Still do not draw **both** — an opaque full-screen layer over an identical one
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costs fill and hides any later change to either. `ptbase`'s element carries the
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keyframes, so a consumer needs its timing with `8AX`'s pixels.
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## ✅ Settled statically: the game draws the FULL-RES `8AX`
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This was parked as "needs a per-draw capture". It did not — the two candidates
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carry the same art at two resolutions, so what separates them is **the detail
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`8AX` has that an upscale cannot**. Compute `8AX − upscale(ptbase)` and ask
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whether the live capture contains it.
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[`tools/re-capture/eightax_detail_test.py`](../../../tools/re-capture/eightax_detail_test.py),
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output at [`data/eightax-detail-test.txt`](../data/eightax-detail-test.txt).
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Both candidates are first mapped into the capture's tone domain with the measured
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gamma ([tone curve](ui-render-tone-curve.md)); without that the capture's
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residual is dominated by the tone difference and the test is blind.
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| screen | corr | control (shift 7 px) | control (flip) | ceiling | % of ceiling |
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|---|---|---|---|---|---|
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| main menu | **+0.0475** | +0.0032 | −0.0075 | 0.070 | **68 %** |
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| title | **+0.0634** | +0.0095 | +0.0086 | 0.094 | **68 %** |
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The "ceiling" is what a clean *"8AX is drawn"* would give, `sd(8AX-only detail) /
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sd(capture residual)` — the 8AX-only detail is small (sd 1.9–4.1) against
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everything else that differs (sd 27–43), which is why the absolute correlation is
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small and why the controls matter more than the magnitude.
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**Two independent screens both land at 68 % of ceiling, 7–15× their matched
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controls.** The controls preserve the spatial correlation structure and destroy
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only the alignment, so they are what "no signal" looks like here.
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### 🔴 An earlier, cruder version of this test does NOT support the conclusion
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A pixel-pair test (a 2×-nearest upscale has identical adjacent columns) gave
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ratio 0.00 for nearest, 0.60–0.72 for bilinear/bicubic/lanczos, 0.98 for native
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`8AX`, and **1.01 for the capture** — apparently decisive. It is not: additive
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noise raises both terms equally and pushes *any* ratio toward 1. Fitting a noise
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term, both "native + noise ≈ 1.2" and "bilinear upscale + noise ≈ 1.8" reproduce
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the observed numbers. Recorded because the number looks conclusive and is not.
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### ⚠️ What it still does not show
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Whether `ptbase` is **also** drawn underneath. `8AX` is ~86 % opaque and carries
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the same art, so it would hide it either way. The observable fact is that 8AX's
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detail reaches the screen.
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## ❔ Not established
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* **Whether the game draws one, the other, or both.** The pixel evidence says
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our background matches `8AX`'s art, which `ptbase` also carries — it cannot
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separate them. A per-draw capture of the main menu recording texture *base
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addresses* would, since the two textures are different sizes.
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* The capture is ~4× darker than the render in these patches (4.5 vs 17.7), and
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not by a constant ratio. That is a separate colour/gamma question, untouched
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here.
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